User:Mnikjom/Nordic Skyrim

Yet Another Guide To Modding Your Skyrim SE

INTRODUCTION

Modding Skyrim SE may have become a tiny, little, totally manageable obsession of mine. They say admitting it is the first step to beating addiction, right? Except it's not an addiction I want to beat. In fact, I just wish all the other shit that gets in the way, you know, like family, friends, work and stuff, would just fuck off, and leave me to it. I'm happy now I've got a gaming PC, and I don't need you anymore! Hey Nordic, it's a lovely day, why don't we go outside? Why the fuck would I want to go outside where the textures are shit, and the people are real??

I started modding Skyrim SE on the PC in April 2017, and I've been dedicated to it ever since. Originally the guide was smaller, and more specific, but it's evolved over time with new mods becoming available, my own skills improving, and with feedback, and suggestions from users. It is now absolutely huge, contains many choices, and continues to grow.

This does mean a lot of steps to follow, and it will take some time to get through it all. I can only semi-apologise for that, because there is a lot of information to give, and reading is very much a key part of modding any game.

THE AIMS OF THE GUIDE

CHOICE: With this guide I want to include as many choices as possible, with all choices leading to a stable game. The way I try to do this is by including a huge number of mods, and options, but have all choices accounted for, covered in detail, and be as much a part of the guide as anything else included in it. This way you can install any mod listed, and be confident that it will work alongside your other choices, unless it says otherwise in the description I give.

EXPERIENCE: I want it to appeal to new and experienced modders alike. The way I try to do this, is by offering a range of options that vary in their technical difficulty. This will hopefully give the user some control over how challenging they want their modding experience to be.

INFORMATION: Another priority is to supply as much information as possible that is relevant to the mod, or choice, so that you can make informed decisions. These notes could also be useful for anyone using the guide more as a reference, rather than following it step by step.

LOAD ORDER: It includes specific information on load order for every mod in the guide. Instructions are given at the end of each section, but I've also included a file to download.

TESTED: Even though the guide is very large, the vast majority is very well tested, and the rest is tested to some extent. If I do include any untested mods they will be marked as such, still thoroughly researched, and will be tested at a later date.

UP TO DATE: I continuously add to it, and keep it up to date, and intend to do this for some time to come.

WHY SO SERIOUS?: Despite my quite random attempts to be funny at times, it's a very serious guide, and I would hate to waste your time if you choose to follow it. So basically I won't write something unless I'm very confident the information is good.

THANK YOU

I would like to thank all the people that have left positive comments, and those that have contributed to the guide. I've had some great compliments. Although I've never really mentioned endorsements before, I do appreciate them, and it's the easiest way for me to measure how well it's regarded. Thank you to all that have. Page views are great too, but a thousand people looking at your guide, doesn't mean they liked it!

PREPARATION

To start with, let's get the game installed, and prepped to mod. Once that is done, I will discuss some key factors of modding, and how they relate to the guide. YOU CAN'T SKIP THIS SECTION! Everything is in form of articles.

[44] - mod from Skyrim Special Edition that has incorrectly ported esp (form 43). You need to resave this plugin in Creation Kit.

(Y) - mods that I always use in my load order. I do sometimes use the mods not marked this way, but these are the ones that I consistently use in my game. They're not core mods, just ones I particularly like.

[CORE] - YOU NEED TO HAVE THIS MOD. There will be no support for people that don't have these mods installed (because of some custom patches that are included in the guide).

DOWNLOADS AND INSTALLATION

If a mod is hosted on the Nexus, you can add it to MO in two ways. One is to click Download With Manager under the file on the Nexus, and this will download it directly to your mod manager. The other is to click the Manual Download button, and this will download it to your download folder. See below for specific instructions.

MOD ORGANIZER 2

DOWNLOAD WITH MANAGER:When you first launch MO it will ask you if you want to set it up to use nxm links, which means do you want to be able to use the Download With Manager button. Click yes.

To sign into the Nexus with MO, click on the screwdriver, and spanner symbol (configure settings, and workarounds) on the main top left tool bar. Click the Nexus tab, type in your Nexus user name and password, and click the box that says to automatically login to the Nexus. It will automatically login for you when you press the Download With Manager button.

If you did click yes, and you want to choose where MO stores the mod, click on the screwdriver, and spanner symbol, click the Paths tab, and point the downloads to a folder of your choosing. To do this click the tab with three dots opposite downloads, and navigate from there. It could be useful if you want the mods to be stored on your HDD, rather than your SDD, to save space.

MANUAL DOWNLOAD: To add a mod to MO that you downloaded manually, click the computer and CD symbol (Install a new mod from an archive) on the main top left tool bar, navigate to where your mod is located, and double click it.

INSTALLATION: Once a mod has been added it will appear in the left panel. Click the box next to it to install it. If it contains a plugin, it will then also appear in the right panel, which is your load order.

When installing a mod with MO, it may say 'No game data on top level', and a screen will pop up. If this happens, double click the mod in the pop up screen, right click the Data folder, and set it to data directory. Sometimes the Data folder will already be showing.

To uninstall, un-tick the box you ticked to install it. If you want to remove it completely, right click it, and select remove.

OVERWRITE FOLDER: The overwrite folder is found at the bottom of the left pane, and is used to store files MO doesn't recognise, because it doesn't know where to place them. What you do with them depends on what type of file it is. Double clicking it will bring up the main folder it contains, but to access the contents you need to right click Overwrite, and select open with Explorer.

Keep an eye out for the triangle containing an exclamation mark near the top right corner turning red, and a number appearing. This will let you know the Overwrite contains files.

SEEedit (also called xEdit): When you clean your masters it will place a back up of the original plugins into the Overwrite Folder. If you want to keep them you can create a folder elsewhere, and drag it into that. Or copy, and paste it into it, and delete the original from the Overwrite.

Another option would be to right click the Overwrite Folder, and select create mod. The folder will be removed from Overwrite, and appear in the left pane. If you do this, don't activate it.

The easiest option is to just delete the back up, as you don't really need to keep them.

FNIS and SKSE: Any log files created by these that appear in the Overwrite need to be moved into the correct folders. First open the Overwrite folder with Explorer, and see what is inside. Find out which mod it is for.

Then go to the main folder for MO, open it, and open the Mods folder. Open the mod the log was for, and then place the file/s from the Overwrite into the corresponding folders. I find it easier to copy, and paste them into it, and then delete them from the Overwrite.

Example:

In the Overwrite folder you find SKSE/Plugins/Fus Ro D'oh.

You would then open Mod Organiser 2/Mods/Fus Ro D'oh/SKSE/Plugins, and then move the Fus Ro D'oh file from the Overwrite into the Plugins folder.

GENERAL TIPS FOR MM DOWNLOADS:

If you're like me, you don't have a premium account, so your mods from the Nexus will only download at 1MB per second. This isn't a big problem if you plan for it by downloading the mods you will need in advance. I tend to have about five mods downloading at any one time.

Sometimes the mod is named differently on the download than it's named on the Nexus, but it will share the name that's found on the Nexus file page of the mod (almost always), so check there to see what to look for if your struggling to find it.

You may want to keep an untouched copy of any mods you use, because it's not unknown for mod authors to hide them temporarily, or even remove them completely.

CHOICES: There are a lot of choices in the guide, and it would be impossible to install all the mods listed. This means it will involve some planning on your part if you intend to use a lot of mods. To help with this, I've noted if, and how many plugins a mod has, and tried to give some indication of how many patches will be required for that choice.

I also intend to add a very rough recommendation for how many ESP's to spend on each section. This will never be that exact because what people want in their game varies, and some choices require several patches resulting in more plugins than other options.

If you get near to the end of the guide, and don't have enough room left, it will be possible to remove some mods you have already installed to make space.

OPTIONS: Sometimes I'll write (Optional) next to a mod, but obviously almost all are really. I write it for many reasons, which will hopefully be apparent in the notes.

The guide offers alternatives for many mods.

If I write OR: between two or more mods, it's a straight choice between them.

If I write AND: between two mods, it means the next mod compliments the previous one, and it's suggesting you might want to use both together.

If I write AND / OR: it means the next mod would compliment the previous, but is also suitable to use instead.

LOAD ORDER

Load order is exactly that. It's the order in which the game loads your mods, and it will load the mods at the top of the list first.

MO: The load order for your plugins is given in the right panel on the main screen. The left panel is your load priority order, and MO will load all the assets from your mods in that order. Match the priority with the guides installation order

NO LOOT?

LOOT is an external tool, and its primary function is to sort your load order into one that works. Unfortunately, it doesn't always place mods where they should go, and if you were to use it, you would still have to manually move many of them afterwards. It is possible to update its metadata so that it remembers the changes you've made, and there is nothing wrong with this approach to managing your load order, but it isn't the one I took for myself, or the guide.

THE GUIDE'S LOAD ORDER: Instead of using LOOT for the guide I have included information on any changes you should make to your load order at the end of each section. This way, by the time you have completed installation, your load order will also be correct. So if it doesn't say to move the plugin, it can be left where it is, in the order it was installed.

BEFORE YOU START

Other than using guides, there isn't really any short cuts in modding, and it can be very time consuming. The more mods, and tools that you use, the longer the process is going to take.

I think it's better to look at it as more of a hobby, but at the very least you should commit to it on some level, and accept that it's a lengthy process. What I'm saying is take your time, and don't try to break any speed records for getting the job done. You won't win any prizes, and you may end up with a broken game. Take time to get to grips with the tools you will use, read a mods description, and double, if not triple check everything you do.

It's important to test your game regularly. I've marked good times to do this throughout the guide, but there's no bad time to do it, and the more the better.

I always test my game whilst modding. Although I do use new mods each time, I would still do it if I was using the exact same load order I had used many times before. This is because it's possible for something to have gone wrong in the download, or installation process. Mistakes can be made too, even if you are doing something you've done ten times before. Mods also change when they get updated, and some updates bring new bugs, or new conflicts with other mods.

IT'S YOUR GAME

Right! Time to start thinking about what type of character you're going to be, and the world you want to create. Knowing this will help you select the mods you need. I like to somewhat role-play with my characters by giving them a history, a personality, and most importantly, a goal.

This way when playing, I can be heading towards my goal, and react to anything that comes up in a way that's in character. I think it's more fun, more immersive, and it stops every game being a generic 'do and collect everything' scenario.

You don't have to go crazy, and dress up in real life, do voices, or anything like that. Just a few lines of history (you don't even have to write it down), what sort of person they are, such as their moral compass, and what they want to achieve so that you can start the game with purpose.

I favour mods that add realism, and increase the difficulty of the game. If any of these mods don't appeal to you, simply don't install them. None are crucial, anyway.

It won't be possible to install all the mods listed anyway, but there's no obligation to install a full load order of 255 plugins. You can work through it, and pick the ones that appeal to you. It will say if a mod relies on another. Providing you have any required mods for a mod you install, and you stick to the install/load order of the guide, everything should work well together.

With this said, you're good to go, and can FINALLY install some mods. I like to half watch, half listen to something whilst I mod. I've tried watching several Skyrim play through's on YouTube but the only one I stuck with was from Rycon Roleplays. Some of his other series are really good too.

Unique Flowers and Plants SSE﻿ [1.1 version] - old mod that need to be rebuilded to work in SSE (mod is not compatible with DLCs and other SSE landscape changes). Textures are really low quality compared to newest mods. Also USSEP fixes are not forwarded. Author of port delete all comment about problems with his work...

﻿Alternative: Skyrim 3D Landscapes

InnCredible﻿ [1.3.1 version] - abandoned, bugged mod. There are also some issues with NavMesh in some inns and CTDs.

﻿Alternative: Distinct Interiors

Semper Fi SE - An Imperial Armor Mod﻿ [1.01 version] - I'm not sure why, but this actually causes issues with the mesh/texture on the body for the heavy armour in my game, so I no longer use it. I don't think it's an issue with this mod, but a conflict with another mod I'm using.

SSE High Quality Music﻿ [1.8 version] - it slows loading of your game, not compatible with some mods without additional workarounds and it doesn't match mod-added voices because is louder than vanilla voices.

Simply Optimized Textures for SSE﻿ [1.0 version] - this mod is pointless, combined with rest of the guide. Almost all textures in game are replaced by other mods so there will be no benefit from this one.

Qaxe's Questorium for SSE﻿ [14 version] - similar thing to Maids. Nothing wrong with the mod. You're just need to build your load order around this mod (it's not that hard like with Maids, but still it require a lot of patches do to) and this guide is not about that.

Vindsvept - Music for Skyrim Special Edition - 2018 [1.2 version] - I really like music from that mod.. but everything else is made wrong. Plugins is not properly ported and not cleaned, folders structure is weird so Smashed Patch can't be made properly. It will be a good mod when author finally fix these issues.

Description: When you press Esc it takes you to the System page, which is the one where you can save the game, and configure your mods, and what not. I find I want that page much more than the quests page.

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE.

Description:This improves the quality of the vanilla music and sounds, especially if you have an ear for such things. I recommended it, if you don't use a music mod, or if you use a music mod which doesn't touch the vanilla music files.

Choice: Celtic Music is a good example of this, as it adds it's own, but doesn't replace the vanilla music. It won't have any affect if the music mod you choose only replaces the vanilla music.

Note: You need to download everything from Main files: Music - HQ, Voices EN - Part 1, Voices EN - Part 2

Choice: There is more variety to the lights it adds, and the locations it adds them to. It also allows you to customise your lighting by using a control centre, which is actually a building in the game.

Patches:It has an optional file for patches, which includes a FOMOD. You can download it at the same time you download, and install the main mod later in the guide. There are a lot of patches, but it's unlikely you will use all the mods that they are for. Many of them are optional, because they just allow you to control the lighting added by other mods.

WARNING: It can cause light problems in combination with mods that adding light sources.

Description: It's found in the files section of the S.E.P.T.I.M guide, and it tweaks the lighting for LOS. Made for Vivid Weathers, and Re-engaged ENB, but it's still worth trying for other options. I always use it in combination with Lanterns of Skyrim.

Description: This is a very important mod, because it fixes many of the bugs that Bethesda couldn't be arsed to do. It also makes tweaks for consistancy, or because it should have been in the base game. I would consider it essential.

Description: This mod alters the guard dialogue, changing it from something that breaks your immersion in the world of Skyrim to something that actually increases it. All in the original voices and fully compliant with Skyrim lore.

Description: It edits, and corrects a lot of settings for the items in its title. Install the optional texture files after the main if you wish to use them.

[color=#e69138]Load Order:[/color] The main Weapons Armor Clothing and clutter Fixes ESP should stay here in your load order, and it will only be ESM's that go above it. The WACCF_BashedPatchLvlFix.esp should always be the last ESP in your load order, but it is only needed if you intend to create a Bash Patch, and can be deleted if you aren't going to. The ESP will be incorporated into the Bash Patch if you do use one. You don't have to decide now.

WARNING: Hide ESP in Mod Organizer 2 or simply delete it. There are also two BSA files - unpack them via BSA Extractor (you need only loose files). You will be need to activate this mod in MCM Menu of Complete Crafting Overhaul Remade in game.

Description: Complete Crafting Overhaul provides the most comprehensive, consistent, and fully customizable crafting experience in Skyrim. The primary intention of this mod is to correct logical inconsistencies in Skyrim's smithing system and to enhance the functionality and balance of crafting in Skyrim.

[color=#e69138]Patches:[/color](Optional) Most mods that add armors, weapons, or other items to Skyrim should work fine with Complete Crafting Overhaul. Without specific built-in support, they won't benefit from many of the features contained in CCO, but neither are they likely to create serious conflicts. Check https://forums.nexusmods.com/index.php?showtopic=2672844&p=23454264]THIS] if you want to make some armor/ weapons mods compatible with CCOR.

Description: Improves the textures of the world map, adds roads, and has an optional file to remove the clouds.

Choice: I choose vivid or classic, and also install the file to remove the clouds.

Note: Someone who was using this mod alongside Vivid Weathers, said they didn't get the clear skies unless this mod was loaded below it, so try that if you also encounter the problem.

WARNING: The paper option can cause problems with compatibility, and it's recommended not to use it.

[color=#fff2cc][color=#fff2cc]CONVERSION:[/color] [/color]The ESP for the Vivid version is still in Form 43, and will need to be converted in Creation Kit. The ESP for the classic version is in Form 44, and is fine to use without conversion.

Description: It offers alternative Hud presets in its FOMOD, and it's possible to customise them, or create your own. Download the first main file and the update.

It has its own config file set out like an .ini file located in your Skyrim SE folder/Data/Interface/Skyhud, and this can be used be used to customise it. There is a manual of how to use it linked on the mod page.

Description: This mod brings some features from moreHUD into the inventory menu. From your inventory you can now see if enchantments are known by the player and other features. Also increases the Item Card size for mods that have long effect descriptions.

Description: Similar in style to the first choice. It includes textures for the skeleton key, and the shiv. I really like the style of this, but prefer the previous option. There are textures for the skeleton key, and the shiv later in the guide.

[color=#e69138]Description: [/color]Tweaks or fixes certain quest which can conflict with each other. If you have a quick read of the description, you can decide if their important to you. Their fairly minor, but can be significant.

[color=#e69138]Description: [/color]Sometimes, due to an issue with the base game, you won't get to absorb their soul. This gives you a spell, which allows you to absorb the soul of a dragon if this happens. This is essentially a bug fix, but it's a rare bug. It's not common or important enough for me to use, but you might want it.

'[color=#e69138]Description: [/color]An amazing mod, which starts you in a cell located in the abandoned prison (a location in the game). It gives several options to start in different locations, and as different character types by talking to a statue.

[color=#e69138]Note: [/color]It also allows you to skip the games vanilla intro, and therefore access the main game more quickly. This is great for testing whilst modding, and for role-play options when you finally start. I recommend installing it now for ease of access to the main game, even if you decide not to use it later.

WARNING: Skyrim's vanilla intro can be very buggy with a modded game, because it's so heavily scripted. If you do want to play through it when you have finished testing, I would advise the following. Deactivate all your mods first (Don't uninstall them), play through it, make a clean save, and then reactivate your mods.

Although the vanilla start is included as an option in Alt Start, there isn't much point in using it. If vanilla is what you want, you might as well uninstall this mod once you are done testing your game.

Alternate Start adds to the world in a variety of ways, including adding structures. There is a possibility for conflicts.

'[color=#e69138]Description: [/color]This mod focuses on improving the freedom of the character creation sequence. It skips the initial cart intro, and begins the player at a custom area. From there, the player can teleport to a number of places in the game to begin. You can begin the original story by visiting Whiterun and reporting a dragon attack, but you will not have any quest log entries when beginning the game. Much more compatible with other mods than LaL.

'[color=#e69138]Description[/color]'[color=#e69138]:[/color] Another mod similar to LaL, but much more compatible with rest of the guide. Skyrim Unbound is designed for generic roleplay with more freedom of choice than other alternate start mods.

[color=#93c47d]Load Order and Checking Your Game[/color]

You can just leave the load order (right panel in MO2) the way it was installed for this section.

This would be a good time to test your game. I normally start with a new character each time I test a section, and pick my starting location using the options from alternate start mods.

The more mods I have installed, the longer I test the game for. I travel around the map to locations that I have just modded. Get in some fights, run through heavily modded areas, check out shops, try out any gameplay changes, and so on. After character creation, wait in the cell until everything has loaded up. This will take longer the more mods you have, and by the end of the guide may take as long as 10 minutes, depending on which mods you've installed.

MUSIC

[size=4]MUSIC MODS Obviously music mods aren't needed, but they can really change the feel of the game, and I would recommend using one if you've played the game a lot. I will give my recommended choices, but it's worthwhile having a look for yourself. They should all have sample videos on the mod pages to give you an idea of what they're like.

ADDONS[i]It doesn't replace any vanilla tracks, just adding new music. You can have several of them, thanks to smashed patch at the end of the guide.[/i]

[color=#e69138]Description: [/color]The main file adds the music in addition to the vanilla music, and the second file replaces the vanilla music. Having tried this now, I'm undecided if I prefer it to Celtic Music, but it is good, and definitely worth considering.

[color=#e69138]Description: [/color]There's not a lot of examples for the music on its mod page, but it's actually very good. I wanted some music that was less happy elf skipping through the glen, and feel like I have found it with this. If you also want something a bit more serious, and slightly darker than the previous options, then I recommend giving it ago. It adds to, and replaces some of the original music.

The main file has an ESP, and only replaces, and adds combat music, but I also install all of the update files except for the very last one, which will replace the previous city music file also under updates. None of these have an ESP, and they will replace some of the vanilla tracks.

LOADING SCREENS

WARNING: Most of these mods are not adapted to 21:9 monitors, so if you have black stripes on the sides it's because of that!

[color=#e69138]Description: [/color]This is a collection of new main menu replacers designed to fit the style of the game. They are simplistic but stylish menus and some change the music to better suit the image being shown, as well as provide a fresh feel to the main menu screen.

[color=#e69138]Description: [/color]I'm not a fan of the CC. and now I don't have to be reminded of its existence every time I load my game. Compatible with iLuvLoading, and it should also be with similar mods that change the title screen.

[color=#e69138]Description: [/color]Include[color=#e69138] [/color]previous two mods. It's recommended to install the first main file. The intro will be removed by Bethini's recommended tweaks anyway.

[color=#93c47d]Load Order and Checking your Game[/color]

It will be worthwhile checking your loading screens, and music are working as they should be.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Description:It allows you to remove music from different parts of the game. For example, you can remove music from dungeons. It does this by replacing the music file with a silent one. The list of options is given in the FOMOD.

Description:Changes the sound of their voices to sound more God-like. Some are changed more than others. I haven't tried this yet, but they sound great on the YouTube clips from the mod page. Plus there's no ESP.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Note:I play the game with some decent headphones, and I highly recommend you do the same. It makes a huge difference, and I think it's the only real way to enjoy your audio mods in their full glory. It will improve the sound quality, and make individual sounds stand out more. The voice acting will even sound better. It gives so much more atmosphere, and dungeons will feel more intimidating. I think it's one of the biggest improvements to your game that you can make. </div> </div>

LARGE SCALE TEXTURE MODS

[size=4]A NOTE ON TEXTURES [color=#fff2cc]It's important that you install a texture quality that is suitable for your computer, and the display of your monitor. Using more than you should will lead to fps drops and lag, and using to much will lead to a CTD. There will be times in the game that will put your computer to the test, such as in the civil war battles, and it needs to be able to handle those too.[/color] As a rule the larger the object, the better it is to have higher quality textures. So for example mountains 4K, jewellery 1K or 2K max. You can afford to go higher in internal cells such as mines, because it's a smaller world space to calculate.

To what extent you want to re-texture your game is entirely up to you. I would recommend SMIM, and Ruins Clutter Improved as a minimum, but they're all optional, even if it doesn't say it.

You might want to go in game after installing the larger texture mods, as these will greatly affect the style, and look of your game. If you don't like them, you can just uninstall it, and try another. Make sure your ALT Start plugins are at the bottom of your load order before you go in game.

MESHES AND TEXTURES A mesh is the 3D shape of a model, and the texture is the sheet of detail that covers it. If you think about it in terms of a model kit, the model is the mesh, and the paint job is the texture.

Many different types of mods include meshes, and textures, but if a mod only includes them, then they are generally referred to as texture mods. Even mods that only include meshes tend to be included in this category.

Meshes, and textures don't conflict as they are two different types of files. Therefore if you install a mod that only improves the meshes of something, it's still worthwhile installing a mod that improves the textures. Let's look at an example.

The mod Leanwolf's Better Shaped Weapons includes new meshes for most of the weapons in game. If you only installed that, you would get the improved shape, but the weapons would still have vanilla textures. You could then install a mod like aMidianBorn's Weapons, which only includes textures, and now your weapons would have the improved meshes from Leanwolf's, and the improved textures from aMidianBorn.

WARNING AND IMPORTANT IN THIS SECTION In this section you'll see a lot of [color=#fce5cd]WARNING[/color] and [color=#fce5cd]IMPORTANT[/color] tags. Warning tag is something that you need to ALWAYS do. YOU CAN'T SKIP THIS! Important tags are my recommendation for textures. Thanks to them you can make a beautiful mashup that include best textures from different texture packs. These instructions apply only for this section!

OPTIMIZED TEXTURES[color=#fce5cd]WARNING: [/color]Before you'll install optimized textures, make sure that you have backup of all Skyrim - Textures0-8.bsa files from your game data folder (I have them in my Modding Folder/Backups)!

'[color=#e69138]Description[/color]'[color=#e69138]:[/color] Make sure that you have backup of your all Textures.bsa files! Manualy download the mod (I'm using 1024x1024 file), then go to the game data folder and replace existing Textures0-8.bsa files with these that you downloaded.

[size=4]MAIN TEXTURE MODS [font=Arial][size=2]Foundation Mods[/font] These mods are a great foundation to build upon, but you should notice a significant improvement in graphics with them alone. If you have a very low end PC, you may just want to use these.

[color=#e69138]Description: [/color]This is a huge texture mod, and is over 10 GB in size. It covers most environmental textures including those found in internal cells, and other textures too. Install parts 1, 2, 3, and then the update. [color=#fff2cc]Make sure it is the update for SSE, and not Oldrim as both are on the same page[/color]. Even if you install most of the other texture mods in the guide, you will still be left with many textures from this mod. [color=#ffff00] [/color]

[color=#e69138]Description: [/color]Skyrim has quite a few object meshes that have their shaders or blending properties set incorrectly. As a result, when using ENB many of these objects look buggy or react to an incorrect category in enbseries.ini. This mod fixes that.

WARNING: Only if you're using Clean Menu or Loading Screen Smoke Remover. Double-click the mod in your left tab. Now, go to the Filetree tab. Hide [i]meshes/interface [/i]folder.

[color=#e69138]Description: [/color]UV mapping is the 3D modelling process of projecting a 2D image to a 3D model's surface. In the case of this mod it can improve the texture quality of objects when close to them. It's compatible with all textures, and doesn't include any of its own.

WARNING: Double-click the mod in your left tab. Now, go to the Filetree tab. From [i]meshes/dungeons/caves[/i] drag the [i]clutter [/i]folder to [i]meshes/dungeons/mines[/i]. [url=]Before] and [url=]After].

Note:You may want to experiment with some of the other options. Tick the box for all the available files, including the ones which conflict with SMIM for all the options to show. There's a detailed description of what each choice does in the FOMOD. There can be negative effects from some options.

[color=#fff2cc]This sub-section will include very few textures that haven't already been covered by the previous mods. So they are only really worth installing if you prefer the style of one of them, but I think these options offer the best landscape textures. (Y) and IMPORTANT tags in this section are only my recommendations. You can simply skip them and download only these textures that you like/ not hide textures that you like.[/color]

Description: When I first saw the cave glow, I thought there was something wrong with my game, until I realised I was just looking at vanilla textures. Seriously, I used to avoid having it in screenshots, and now i don't have to.

[size=1]Underground - A Dungeon Texture Overhaul

[size=4]RUINS, CAVES AND MINES Many of the textures included in these mods have been covered by several of the previous texture mods, but I think these are the best options for dungeons.

Description: An excellent re-texture for Caves, Mines, Forts, Dwemer and Nordic ruins, and the Ratway. I recommend installing the main file + optional file for SMIM wood.

Choice: I think the author is one of the best texture artists, and this is my favourite re-texture for dungeons. They won't be a great option for performance, due to the high quality. It covers all the dungeon textures in the game.

Description: My favourite snow texture. It's also patched well for other mods I use.

[color=#e69138]Patches:[/color] After the main file, install the patches for Majestic Mountains, 3D Trees, and iNeed, if you used any of those mods.

[color=#e69138]Extras:[/color] I also install the Windhelm Bridge, and Street Fix file. It covers all the ground in the city, and on the bridge in snow. In my opinion itt looks good, and suits the city, but it is optional.

Choice: It just comes down to personal taste. Other snow textures look more compact to me, and I prefer the rougher look to these textures. What is worth bearing in mind is that the author of Majestic Mountains recommends Fluffy or Real Snow, and because of this they are likely to work better with that mod than Nordic.

WARNING: If you're using Blended Roads (and probably Real Roads but I don't tested it yet) you need to do this step to make both mods work together.

Double-click the mod in your left tab. Now, go to the Filetree tab. Go to the Landscape and hide Roads folder. It should look like [url=]THIS].

Description: The mod replaces the default snow shader with a more dynamic one. Although this mod largely improves surfaces, it does make the odd one look worse.

Note: Tick the option for SMIM. You can also pick the No snow under the roof patch if you're using it.

Choice: Majestic Mountains has it's own snow shader. This is not a problem because later in the guide you'll need to install patch for both mods. This also applies to ELFX (there is no patch). The conflict only affects a few meshes, and I think it's better to load ELFX afterwards. Read the mod page, and try it out in game if you're undecided.

From mod author site. Currently there are two choices: [list=1]

Install ELFX before BDS - this will allow BDS to take priority and you will have the new snow on the conflicting meshes, but you will likely also have light flicker on the meshes too.

Install BDS before ELFX - this will allow ELFX to take priority and you will NOT have the new snow on the conflicting meshes, but you shouldn't have any light flicker on meshes.

It's worth going in game, and checking out your snow to see if you're happy with it, and that it blends well with your other textures.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Note: The way the files are presented is somewhat confusing (in my opinion). I install the All In One file, then the AIO Fixes file under updates, then the 4K Door, Ruins Clutter and Puzzle Pillar file under main, and then the SMIM patch.

Choice: There will be other texture mods that cover some of the same objects as this mod. I will note which ones they are. You could replace part of this mod with one of the alternatives if you prefer them.

Description:Adds some beautiful additions around Skyrim such as stained glass windows for the Blue Palace, and Dragonsreach. There is a separate file for each. There is also an ELFX compatible version of the Solitude stained glass windows, so install that if you used that mod.

LOD

LOD stands for level of detail, and refers to the level of detail for 3D objects in the distance.

Most mods include any LOD files that they need. They would require them if they have added a new building, or other object to the world, so that you can see them from a distance. Or if they had significantly changed the shape or look of a model from the vanilla game. A good example for the latter would be a new tree type. Without new LOD files, it would take it's vanilla appearance from a distance. Most mods include any LOD files that they need. They would require them if they have added a new building, or other object to the world, so that you can see them from a distance. Or if they had significantly changed the shape or look of a model from the vanilla game. A good example for the latter would be a new tree type. Without new LOD files, it would take it's vanilla appearance from a distance.

This section is for mods that improve the LOD's supplied with the vanilla game. I recommend using them, but they are optional, and can have an impact on performance. Before you install them there is something to consider.

In a few cases a mod can require you to use a tool to generate LOD's for it.

There are a few mods in the guide that require this. For example two mods that add a forest to the tundra in Whiterun Hold. They aren't compatible, and it's a straight choice between them. More information on the mods can be found in the Vegetation and Mountains section. If you wish to use one of them you'll have to use use one of the tools to generate some LOD's for the trees.

There can be other reasons, and advantages to using one of these tools, and you may want to whatever your decision on the forest.

Generating LOD's will affect performance, and I don't recommend it for lower spec computers.

LOD's aren't generated until later in the guide. More information about SEELODGen and DynDOLOD can be found in the section Last Steps.

The reason that I'm introducing these tools now, is because some of the mods in the guide have optional files to be installed if you are generating your own LOD's, and two of them are in this section. So it does require a decision, but it will be possible to change your mind later if you are undecided now. I've also noted any in the guide that have them, and there aren't many.

Description: It's made specifically for Majestic Mountains users but it also looks good with other mountains retextures. Three types of LOD. Check which one looks the best combined with your mountains textures.

Description: It's made specifically for Majestic Mountains users but it also looks good with other mountains retextures. Three types of LOD. Check which one looks the best combined with your mountains textures.

Description: It's made specifically for Majestic Mountains users but it also looks good with other mountains retextures. Three types of LOD. Check which one looks the best combined with your mountains textures.

Note:Files are under Optional. In FOMOD choose 2k textures.

FOMOD Instructions

Majest Mountains - LODs

Majest Mountains - LODs

Options

Options

2048k

[color=#6aa84f]Load Order and Checking your Game

[/color]

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Even with textures, it's still worth checking everything has installed properly. </div> </div>

ADDITIONAL QUESTS AND DLC SIZE MODS

Spoiler

I've decided to remove the PACKS from the guide, and it's now a case of picking, and choosing which DLC/Quest mods you want to use for the character, and world you want to create. There is still a note on each mod to suggest the types of characters it would be particularly suitable for.

Another option would be to use Legacy of the Dragonborn, and pick the rest of your DLC/Quest mods out of the one's that Legacy has patches, and built in support for. There is a full list on its mod page. Doing it this way wouldn't limit you much at all, because almost all the DLC/Quest mods in the guide are included.

Legacy is a great mod, and there isn't really any disadvantage to doing it this way. My only argument against, would be that Legacy shapes your game, and makes it centred around collecting everything of note in the world. It's like the ultimate accompaniment to the traditional theme of the vanilla game. It's done in a lore friendly way, with a great story, but I don't think it suits all character types.

The final option would be to build your world around one of the large mods listed under Alternative. This is something I intend to build on, adding more information on compatibility, and other suitable mod choices to be used with them as I gain that information. If you do have experience using these mods, any information on compatibility would be appreciated.

Description: A complex quest line that will lead you to work for a curator of a museum, who will send you off to collect artifacts, old and new. You will even get to set up your own explorers guild. Go to the museum in Solitude to start it.

A great choice for Dragonborns, Explorers, and more.

Note: Install the main file, and the update. There is a file for High Res Textures under Misc, and I would recommend installing them if your computer can handle it. They are only 2K.

WARNING: Legacy contains textures that may replace some from mods that you have already installed. If you don't want them, you should hide them once it is installed.

[color=#e69138]Patches Download:[/color] There is a separate file called Legacy of the Dragonborn Patches SE (Light Plugins), which includes all the patches needed for other mods, and they are presented in a FOMOD. [color=#f4cccc]Don't download it now, it will be installed much later in the guide.[/color]

Description: This adds an option to the mod Alternate Start, which allows you start the game as the Guild Master for the Explorers Society. It can be installed later if you want to avoid moving it in your load order whilst you follow the guide.

Description: A fantastic mod set in Bruma just over the Imperial boarder. There isn't a main quest-line, but there is a variety of side quests. Cross the boarder to Bruma to start it. A good choice for any character type. It's part of a huge modding project known as Beyond Skyrim. The teams involved aim to releases similar mods for many areas of Tamriel. http://beyondskyrim.org/]Here is a link to the mod page].

Description: A huge DLC style mod the size of three Holds, and my favourite out of the new lands mods. The quests take place east of High Rock, and involve a plague, a criminal faction, and an Orc invasion. Head to any major city to find the priestess, and her bodyguard Oliver, and listen to their dialogue to start it. Seriously, listen to their dialogue, or they will stalk you like some pissed off Scientologists.

It's suitable for all character types, but there are quests that will appeal to criminals, and vigilant types.

Description: Another huge new lands mod the size of 3 holds. A 9 quest main story, and 17 side quests, with an emphasis on dungeons. Go to Riften, and talk to Jalamar, who's normally around the market or inside the Bee and Barb, or go directly to the new Echo Deep Mine just north east of Riften to start it.

Note: Install everything from FOMOD. MAKE SURE that Falskaar - Bug Fixes.esp is not overwriten by other Falskaar patches! (must be below other Falskaar patches in load order).

AND:

https://www.nexusmods.com/skyrim/mods/50246]Falskaar Wildlife add-on]﻿﻿﻿ - [color=#b6b6b6][OLDRIM][/color][color=#00ffff][1] [color=#00ffff][color=#00ffff]'[color=#c27ba0][color=#00ffff][color=#00ffff]'(Y)'[/color][/color][/color]'[/color][/color][/color][color=#e69138] Description:[/color] This simple mod adds more wildlife around the island of Falskaar so that the wilderness area fells more lively.

Description: You may want to use this if you're using Beyond Skyrim. It relocates the quest start to the most Southern point in Bruma, to create a better feeling of an epic journey to get there. Remember that with this patch you can start the quest only after completing "The Way of the Voice" quest.

Description: A large quest-line based around a hidden settlement of House Telvanni, amongst some Dwarven ruins. I believe there is just one entrance to it added to the main world, so it has a low chance to conflict with other additions you add to the world. You need to be level 15, and travelling by foot in the wilderness for the quest to be activated.

Description: A four part dark quest-line for a vigilant of Stendarr. It's one of my favourite quest mods. To start the quest speak to Altano in the Dawnstar Inn.

Excellent for any character type (but especially Vigilant).

Note: Unless you can speak Japanese, you will also need this mod http://www.nexusmods.com/skyrimspecialedition/mods/11894/?]Vigilant Voiced - English Addon], by The Skyrim Voice Alliance. With this you can have the whole mod fully voiced acted in English, but it also gives you the option of English subtitles. [color=#00ffff][1] [/color]

https://www.nexusmods.com/skyrim/mods/89807]Darkend Balance Patch]﻿﻿﻿ - [color=#b6b6b6][OLDRIM][/color][color=#00ffff][1] [/color][color=#e69138] Description:[/color] This is a balance patch aimed at nerfing the most OP rewards in Darkend.

[color=#fff2cc]WARNING[/color][color=#fff2cc]:[/color][color=#ffff00] [/color]If you are going to do the vanilla intro, you should deactivate the plugin, and then reactivate it once you have left Helgen. It works fine already activated with any other alternate starts.

Note: It's worth following these steps to ensure Helgen Reborn is properly activated in game when using any options from Alternate Start, other than the vanilla intro.[color=#ffffff]

Alternate start will prompt you to go to Helgen if you ask any barkeeper about rumours. They will tell you about Helgen, and start a quest-line. Go there in your own time, and find the journal. Then go through the keep as you would in the vanilla start until you get to the bit where the corridor caves in.

Leave the keep, following the journal to the cave, rescue who ever you choose, and then follow them to Riverwood. Wait at least 4 in game days, visit Whiterun, and then activate Helgen Reborn via the book you are given at the start of the game at some point after this.

Description: A smart quest based around a mysterious criminal. A courier will deliver a letter, which activates the quest.

Good for Dragonborns.

Note: It has an immersion patch to delay the quest start until after you finish the quest Way of the Voice. If not used, you will receive a letter at the beginning of the game, and later be called Dragonborn out of context. [color=#00ffff][1] [color=#00ffff]'[color=#00ff00][color=#00ffff][color=#00ffff][color=#00ffff][color=#00ffff][color=#00ffff]'[color=#00ff00][color=#00ffff][color=#00ffff][color=#00ffff]'[color=#00ff00][color=#00ff00][color=#00ffff][color=#00ffff][color=#00ff00][color=#ff7700]'[color=#00ffff][color=#00ffff](Y)[/color][/color]'[/color][/color][/color][/color][/color][/color]'[/color][/color][/color][/color]'[/color][/color][/color][/color][/color][/color]'[/color][/color]

Description: An amazing mod that is very well known, and has won awards. It adds a new city, and the quest has different endings, tough choices, and much more. It's better to do later on in your game because your previous history can affect decisions. You will receive a letter to start when you reach level 5, but the location should show up on your map before.

Description: A large quest centred around Clockwork Castle, which becomes a player home once you complete it. It includes new NPC's, and enemy types, and takes about 6 hours to complete. The quest will start when you're at least level 5 and travelling in the wilderness.

A good choice for any character type.

Note: It adds exits/entrances to some settlements in Skyrim, which could potentially conflict with some overhauls.

Description: The Brotherhood of Old is a quest mod for Skyrim, taking place after the final quest in the original Dark Brotherhood questline. This 24 quest epic will take you all across the land of Skyrim, as you try and rebuild the Brotherhood and strengthen it against future attacks.

Description: Completely new war. You may keep your allegiance to the Imperials or Stormcloaks and defend Skyrim, or betray them and join the Aldmeri Dominion. It is possible to lose the war, giving a total of 4 endings.

Description: This mod makes use of the worldspace behind the Skyrim border and truly expands the game, offering you 2 Nordic towns, south of Falkreath hold and northeast of Windhelm, two Forsworn settlements South of the Reach, a Redguard Principality called Morreath, across the border in Hammerfell and a few other new locations as well.

Description: Like mod above this one makes use of the worldspace behind the Skyrim border, offering you one Nordic Island with the town Haafstad. From there you can visit the bordering lordship Pinemarch in High Rock and sail to the remote Breton island Kirkmore. It adds 6 quests, 6 towns, new creatures, 2 player s homes in High Rock, and more.

Description: Another mod that makes use of the worldspace behind the Skyrim border and truly expands the game to Cyrodiil, Morrowind and Solstheim. This mod offers you 4 new towns with NPCs, 2 dungeons, 5 quests, a players house near Solstheim, a Castle south of Riften, fully voiced followers and more. Connected with Shadow of Morrowind.

Description: Amazing mod with 27 fully voiced quests. Many of them add to, or offer alternatives to the vanilla quest-lines. It has a story-line with a drug dealing kid, new followers, and new locations, including a brothel. The author recommends downloading it manually, and then adding it to your mod manager.

Note: It has to be installed after any character edits to Elisif, and it will change her appearance.

This mod is actually compatible with mods that change the vanilla quests such as Thieves Guild for Good Guys. It is also compatible with Amorous Adventures despite the changes to Elisif.

Description: The Shire is on the brink of disaster and it falls to an Outlander to determine its fate. Will it be conquered or liberated? In this DLC-sized adventure the decisions of one traveler hold the answer.

Description: Be a pirate or privateer! Pillage enemy vessels and obtain unique loot. Sail the Sea of Ghosts and explore the ocean floor! Pay your crew by sharing the spoils of your pillages, or better, give them rum!

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Now would be a good time to test your game. I've listed how each quest starts, so you should at least be able to do a quick check to see if they've installed OK.

It's a great mod, but I have decided to no longer use it, because I find it to overpowered, and a few of the perks unrealistic. For example, I use mods to lower my carry weight, but the first two perks for pickpocket increase it by 100. Another is the smithing perk that allows you to build a portable cannon.

It comes down to personal taste. There are other options available on the Nexus.

Note: There are some optional files to speed up your levelling by 20 or 50%. I don't use these as I don't think they're needed. If anything, I would choose to slow down levelling. [1]

There is also a file called Thief Skills Rebalance.

There is another mod later in the guide that does something similar, and I prefer that one. [1]

Description: Another minimalistic perk overhaul aimed at making leveling more fun and rewarding. Earn basic perks automatically, saving perk points for specializing your character with unique abilities. SPERG also boasts an easy installation, a variety of configuration options, and high mod compatibility.

Description: It allows for more detailed character creation with different classes, and birthsigns to choose from. Skills suitable to your class will start at 25, but other skills will start at five. The 3rd era birth signs included will give bonuses not normally obtainable in game, but this should be balanced by the stat changes.

Note: When the menu pops up in game I would pick the 3rd Era Birth Sign first, because if you don't you may not get the chance again. The 4th Era Birth Signs just allow you to pick a standing stone at character creation.

'Description: Replaces the effects from standing stones, and gives two abilities for each one. If you find them all, each one will also provide a unique power. It allows for more diverse character builds.

[color=#e69138]Patches Now:[/color] It has a patch for Classic Classes under optional. The descriptions in the Birth Signs Selection Menu will remain vanilla with out it. [1]

'Description: Wintersun adds religion and worship. Meditating, praying and adhering to the tenets of your deity strengthens your bond with the deity and eventually grants divine powers. In addition to the divines and daedric princes, the mod adds many other deities from Elder Scrolls lore with their own shrines.

[color=#6aa84f]Load Order and Checking your Game[/color]

Move TradeRoutes-HelgenReborn-Patch.esp under TradeRoutes.esp in your right panel.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Now would be a good time to test your game. Check if every standing stone and perk work as it should.

OTHER GAMEPLAY OVERHAULS

Description: It allows you to manage your horses, and includes many features.

[color=#e69138]Choice:[/color] I really like some of the features of this, and some from Convenient Horses, but this mod appeals to me more. If you want a more in depth horse mod it's worth reading about the differences between this, and CH to see which you prefer.

This mod doesn't allow followers to ride horse, but the follower management mods later in the guide do.

Note: Textures for the horses from the mod Kitty's Realistic Horse Breeds is include with the main file. Those textures are given as an option later in the guide, so don't install them a second time later. There is an optional file to increase the textures from 1K to 2K. [color=#e69138]Requirements:[/color][color=#ffff00] [/color]http://www.nexusmods.com/skyrimspecialedition/mods/13048/?]PapyrusUtil SE]. [color=#fff2cc]Make sure it has been updated to match the current version of SKSE.[/color]

Description: I would say the biggest difference between this , and IH, is that this has horse training, which allows you to improve their stats.

Note: It can cause problems with AFT, but they should work fine together if you disable followers been able to mount horses, and the followers teleporting to you on weapon draw option, found in the AFT menu in game. There is now another option for a follower mod in the guide, which shouldn't conflict.

In the FOMOD I go for larger splatter size and long effects distance. On the second screen I go for high res default colour. I don't choose the blurry vision. I don't pick any on the third screen, because I want more blood and for it to stand out more, and these options are for the opposite effect.

Note: On the mod page there are instructions for some ini tweaks, but the tool Bethini will do this for you when it is used later in the guide.

Description: It makes huge changes to animal AI, and makes other tweaks.There is a file for people using the Creation Club Survival mod, and one for those who don't.

[color=#e69138]Patches Now:[/color] http://www.nexusmods.com/skyrimspecialedition/mods/13428?]SkyTEST Integration Project] offers several patches for this, and other mods. The two that can be installed now are No Extra Spawns (removes the extra spawns added by SkyTEST), and SkyTEST Vanilla, and DLC Creation Extension (adds the AI from SkyTEST to any creatures from the vanilla game that aren't already affected). I recommend both. [color=#00ffff][0/2][/color]

Install the patch for Immersive Horses from the SkyTest Integration Project if you used it.

There is also a patch for Immersive Creatures, which will be installed later. There will be a note to remind you.

Choice: I would use this or Animal Tweaks, but they are compatible with the patch from Animal Tweaks below.

Description: It makes animals tougher, more intelligent, have improved abilities, and it increases their speed.

There's an optional file to reduce the damage from the animals.[color=#00ffff] [1][/color]

[color=#e69138]Patches Now:[/color][color=#ffff00] [/color]It has a patch for OBIS. Install it if you used that mod. [1]

There's a patch to make it compatible with SkyTEST. [color=#fff2cc]This patch is still in Form 43, and should be converted before you use it[/color]. [1]

There's also a patch for sands of time (not in the guide) [1]

[color=#fff2cc]WARNING: [/color]This mod makes mud crabs, and trolls, particularly tough, especially when combined with a mod that raises the enemies level. It's even more challenging without a mod that makes damage more realistic.

Choice: I've always used this because I liked some of its features, but very recently, I've switched to Better Vampires, which can be customised, and was updated very recently. If you are into your vampires, it will be worth reading through the descriptions of these, and the other options available to find the right one for you.

WARNING: When using ALT Start, if you pick any options where you start as a vampire, the changes from this mod won't be applied to your character, and you will just be a vanilla vampire. You would then have to cure yourself, and become a vampire again, for the effects from this mod to take place.

It's better to not start as one, and then use the console to spawn a blood potion to turn yourself into one straight away. If you do want to use Alt Start to begin the game as a vampire, I recommend one of the other options.

Description: The most popular vampire overhaul. Allows you to customise the mod to suit your vampire needs.

Note: It's compatible with SKSE, but it isn't required.

[color=#e69138]Patches:[/color][color=#ffff00] [/color]This mod can actually be combined with Sacrosanct, but I'm not recommending it as part of the guide, and the author of Sacrosanct doesn't recommend it either. If you do want to, there is a patch on this mods file page under optional. Your load order would be Sacrosanct, this mod, and then the patch.

Description: Uses a trait system to change the resistances and weaknesses of creatures and armors to magic (fire/frost/shock), physical damage (blade/blunt/axes/arrows), poison and disease.

If you intend to use MorrowLoot (MLU) later in the guide, it has its own version of the following mod type. I prefer these because they raise the difficulty more than the MorrowLoot version. They are compatible. All you will need to do is install the patch MLU has under its option files, which reverts its encounter zones back to vanilla, and then move your choice of this type of mod to below it in your load order. [color=#fff2cc]This will be done later in the guide.[/color]

Description: This will significantly raise the level of the enemy you meet. You will still meet low level enemy, and animal's aren't affected, but the average enemy will be closer to your level. You will also often meet high level enemies and they can be many times higher than your current level.

Note: I use this with the realistic damage plugin from Wildcat. It makes combat more challenging, but its still quick and brutal. I don't think I would enjoy this mod without the increased damage, because I would have to hack and slash at enemies for much longer. Even with realistic damage, you will still meet some enemy that can take a bit of a beating, and I think it works well like this.

Description: It increases the difficulty/level of enemies like the previous mods, and does it in an interesting way. The game has been split into sectors, which includes the 9 holds, and special areas such as the Vale. The sectors range in difficulty.

What this ultimately does is restricts your movement around the map, because unless you level up you will be massively over matched by the enemies you encounter in certain areas.

Choice: You will essentially need to start in Falkreath as the lowest level hold, and work your way through from there. So if you plan to start as a mage or something specific to another area, you may not want to use this.

Description: This mod is a complete overhaul of the alchemy and cooking systems. Its intention is to provide a balanced, consistent experience throughout all aspects of alchemy and cooking, from harvesting and collecting ingredients to high-level potion and food creation.

[color=#e69138]Patches:[/color][color=#ffff00] [/color]Patches will be installed later in the guide.

Description: An excellent mod which makes poisons realistically deadly. It also adds side effects to beneficial potions. It's great for assassins, and role-play.[color=#ffff00] [/color]

Choice: The poisons you find can be very powerful, and even more so with any mod that increases damage. I think this is balanced by enemies using them on you (especially the Falmer). If you get hit with a strong poison, or by a Frostbite Spiders venom, it will be powerful enough to kill you several times over.

Other aspects of the mod that are worth considering before deciding to use this are:

They are worth a lot of money.

It's possible to essentially one hit kill most humans, including any that are boss fights.

Description: It places carriage stops in villages, and special locations. There's just a bench, and you can access a list of destinations by clicking on it. I like it because it doesn't modify the vanilla carriage system, and this makes it more compatible than some of the other mods that do something similar.

It's a good option for anyone looking for an immersive way to fast travel.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Description: It makes cold weather a huge factor in the game, and brings in hypothermia. You will need to wear suitable clothing, and seek out heat.

[color=#e69138]Requirements:[/color] Campfire.

[color=#fff2cc]IMPORTANT:[/color] Once you enable Frostfall in the MCM, let it load and finish, and then go under Equipment and RESET DEFAULTS FOR ALL EQUIPMENT. Without this, the game thinks you are sitting at zero warmth and coverage, hence you'll freeze abnormally quickly.

'[color=#e69138]Description: [/color]An SKSE plugin adding several new scripts with native functions that provide various conveniences related to data storage and other misc functions to the scripter/modder.

[color=#e69138]Note: [/color]It's required by other mods from the guide.

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE.

A FIX FOR FROSTFALL[color=#ffffff]

[/color]WARNING:[color=#ffff00] [/color]When using the fix some people have reported CTD's when quickly scrolling through menus containing clothing, and armour. In the description it says it's due to the warmth/rain protect script firing to many times in a short space of time. Some people don't seem to experience it.

I think it's worth the risk, and if you don't use the fix, the warmth rating from your clothing won't work sufficiently enough to survive in the very cold areas of Skyrim. Some other features will be missing too. If you don't want to risk it, I recommend not using Frostfall.

Description: It allows the MCM to be used, reinstates interface widgets, and fixes the warmth rating.

In game you will get warnings from SkyUI when you enter your inventory, or use a crafting station. To remove them, go to Mod Configuration in the game settings, select SkyUI, go to the advanced panel, and deactivate all the options under SWF Version Checking.

Description: It adds special effects such as breathing out visible moisture, dripping when wet, strong winds, and effects to vision in some situations. It also adds suitable winter clothing to NPC's, and more.

[color=#fff2cc]It has an Alpha version which restores the SKSE dependant features under misc files, which is what I use.[/color]

Description: It's very similar to Realistic Needs and Diseases, but with some differences. iNeed have self-patching capability, so it's save you from a lot of work. Also these icons are insanely good.

Note:In the FOMOD, I recommend going for the Extended: No Food/Recipe Changes. Remember to put the iNeed - Extended.esp under iNeed.esp in your right panel.

WARNING: It is also recommended that you disable iNeed's option (in MCM menu) to alter the weight of food, as this can conflict with the changes made by CACO and result in some odd weight values. Also, iNeed's degradation system isn't recognized by CACO's food portion system, which results in some slight inconsistencies. For example, if you eat a loaf of bread which is considered stale by iNeed, the second half of the loaf is returned to your inventory as if it were a fresh piece of bread.

Description: It adds back the MCM menu, but also improves compatibility between Hunterborn and Hunting in Skyrim, because in this MCM you can enable the skinned animal textures from HiS to work with Hunterborn.

Note: In FOMOD choose Super Merge.

Note: Hunterborn Creature Patcher from Misc files will be used later in the guide.

'Description: It dramatically decreases the amount of food available in the world in a realistic way. Food added by other mods, won't be affected, but they could be patched. It makes other changes too, such as making farm crops owned, so that taking them counts as stealing. It compliments the other survival mods.

[color=#e69138]Patches:[/color] There is a patch to have the effects from You Hunger in Falskaar under optional files. Also download patch for CACO.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

I would go in game and try out the mods from this section.

WEATHERS

I always use a weather mod. Obsidian is my favourite overall, but it really does come down to personal taste, and it's worthwhile spending sometime to decide, and trying a few out. It's possible to combine True Storms with most weather mods using a patch.

Description: A fantastic mod, which quickly became my favourite on its release. It's a combined effort from several weather mod authors, and was the first to include seasons on SE. The style can be changed in game with several presets. It will be fine for all lighting mods, but the authors recommend ELE.

[color=#e69138]Patches Now:[/color] There is an optional patch in the files to have the weathers occur for Vigilant. [color=#00ffff][1] '(Y)'[/color]

There's also a patch for True Storms, but it only affects the audio. Don't download it.

Description: This mixes the weathers from True Storms with those from Obsidian, and not just the audio. There is two versions, which gives you some choice over what features you want to keep from each.

Description: This is another favourite of mine. It has beautiful skies, and lighting with a fantasy edge to it. There is several presets to choose from in game. Several fantastic ENB's cater for it. One made by the author, and the other by firemanaf the reigning king of ENB for SSE.

There is now a patch for True Storms. If you wish to use both mods, install Mythical Weathers, then True Storms, and then the patch. It has two options to choose from, depending on what features you want to keep from each. [1]

Under the Misc files for this mod, there's a patch that patches the weather mods with Wet and Cold, and I would recommend it if you used that mod.[color=#00ffff] [1][/color]

[color=#e69138]Patches Download:[/color] There is a patch for Sounds of Skyrim under optional files. It will be installed if you decide to use that mod, and there will be a reminder later in the guide. [1]

There is a patch for Lightning During Storms. I have removed that mod from the guide, because the script in the mod is referencing the Oldrim version rather than the SE version, and this has the potential to cause problems in game.

Description: NAT has a crisp realism to it. How much, and how easily you can customise it is fantastic. The interior lighting is surprising good, one of the best I've seen. I recommend checking it out before you install a lighting mod, you may well be happy with it. It really makes the detail pop out in some textures, details I haven't noticed before.

Choice: If I was using this I wouldn't use an interior lighting mod, but they are compatible. In fact you can turn off the interior lighting in the options menu of this mod.

This mixes the weathers from True Storms with those from NAT. There is three versions, which gives you some choice over what features you want to keep from each.

This patch has a FOMOD, and it includes several more patches. They are for Wet and Cold, Audio Overhaul, and Immersive Sounds Compendium. They are optional, but I think they are worth using. If you don't know which audio mod you are going to use yet, you can always reinstall the patch later when you do. [color=#00ffff][0/2][/color]

With this patch, you install NAT first, then True Storms, and then the patch.

Description: Another great choice. I really like the range of weathers, how they're implemented, and the other effects included. I do find its nights to bright though, even with the option to make them darker.

Choice: It has several optional tweaks in the FOMOD, but these will lead to extra ESP's.

These include a choice to darken dungeons, a choice for interior lighting, and darker nights. [1]

I wouldn't choose the extras (they're textures). It has its own cloud, cosmos, and moon textures, but you can still choose to install others over it if you like. Includes it's own lightning effects.

There is also a patch under optional files to make Skyrim an even colder, and more harsh place.[color=#ffff00] [/color][1]

[color=#e69138]Patches Now:[/color] There is a patch for Falskaar if you installed that, and want the weathers there[color=#ffff00].[/color] [1]

Choice: It has an optional file to add different presets which can be selected in game. It's only recommended to use this if you're not going to use an ENB. [1]

It's compatible with Minty Lightning, but not compatible with Darker Nights.

[color=#e69138]Patches Download:[/color] There is a patch for Sounds of Skyrim as a separate file, and it should be used if you use that mod later in the guide. You will be reminded of this at the time.[color=#ffff00] [/color][1]

Description: It has lots of clear blue skies, and a clear crisp look. Weathers change twice as quick. It has it's own cloud effects, and uses the vanilla weather records. It has some option .ini changes you can install.[color=#ffff00] [/color][1]

Description: A viable option on its own. It's good for performance, and builds upon the vanilla weathers, which are actually quit good. It includes new sounds, new weathers for Solstheim, and much more.[color=#ffff00] [/color]

Description: It mainly changes lighting, and creates a fantasy style. No weathers are added. I used to use this on the PS4, and loved it. By the author of Rustic, and Mythical.[color=#ffff00] [/color]

It says it's compatible with True storms, providing you load it below this mod.

WARNING:The ESP is still in Form 43, and will need to be converted.

[color=#6aa84f]Load Order and Checking your Game[/color]

You should go in game to check that you like your weather mod. If you don't, you can uninstall it, and try another. Like with your large texture mods, it will have a big impact on the look, and style of your game.

Description: This mod adds pseudo-volumetric clouds to skyrim, i.e realistic 3d clouds. These clouds will change in coverage and altitude depending on the current weather. As well as normal clouds, there are also rain clouds which you can see raining in the distance, (at close distances they will look like fog).

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Choice: It isn't lore friendly to have a forest there, and the tundra is referenced a few times in game, but I do think it's worth adding some sort of addition to the area to make it more interesting, and visually appealing.

I used to use this, but the next choice, which is new, is more balanced in my opinion. It still adds a forest, but it includes a lot less trees, and it keeps some areas of tundra. This also makes it more performance friendly. Both are compatible with any tree mods.

[color=#e69138]Requirements:[/color] [color=#fff2cc]It requires you to generate LOD's for the trees using SEELODGen, or Dynodolod later in the guide.[/color]

Description: Similar to the previous option, but with a lot less trees.

Choice: Another advantage to this choice, is that it doesn't require any patches for mods in the guide. It's designed to be already patched for any mods that place something in the tundra. It's also patched in this way for a mod called Skyrim Reborn - Whiterun Hold, which is an excellent mod. No patch exists for this for the Great Forest.

[color=#e69138]Requirements:[/color] [color=#fff2cc]It requires you to generate LOD's for the trees using SEELODGen, or Dynodolod later in the guide.[/color]

WARNING: You will probably have floating, and strange looking trees if you check the area before you generate LOD's for them.

[size=4]MOUNTAINS

1) http://www.nexusmods.com/skyrimspecialedition/mods/11052/?]Majestic Mountains] - [2/3](Y)[color=#fff2cc] [/color]Description: Truly exceptional mountains by the gifted T4GTR43UM3R. There are other great mountain mods, but none that make as many changes as this. It's more than a re-texture, because it adds a lot of new meshes, and makes other edits, which is what makes it so distinctive. I prefer the dark side file.

Note: In the FOMOD I choose the the moss rocks (which has an ESP). The optional mixed landscape textures, will work better for some texture mods than others. I don't use them. If you do use them, install the Missing fielddirtgrass file under optional afterwards, and check them in game to see how well they blend with your other textures. Also pick SMIM patch.

WARNING: Don't change the sun direction if you intend to use an ENB, because it will cause problems.

Choice: After the main Darkside file, I also install the Old Darkside file under optional. This replaces the textures with the previous version, which I, and many others prefer.

Note: Majestic Mountains is a more complex mountain mod, because it also edits the landscape, and therefore has the potential to clash with mods that do the same. This is already taken into account in the guide, but worth bearing in mind if you are adding mods not included in it.

Description: A truly great mod. The 3D meshes, and the variety of trees give the game a whole new feel. I can really see this becoming the greatest tree mod of all time for Skyrim. The most performance heavy option out of the tree mods in this guide.

This mod also overhauls all of the plants to a very high standard. Included in this are the ingredient bearing plants that you harvest in game.

Note: Install the UV log fix under Misc files. Also install the billboards under misc files if you intend to use SSELODGen or Dyndolod.

WARNING: You will need to download the file, and then extract the contents to a new folder. Inside you will find the different options. Install the one for your tree mod.

There is also some alternative textures in the folder. Install the main file first, and then these if you wish to use them. [color=#fff2cc]Only install files that contain the name of the tree mod you are using.[/color]

'Description: It adds large, yep you guessed it, bent pines to your game. Specifically to the Tundra around Whiterun. It's compatible with other tree mods. Due to the LOD's used it's not the most performance friendly option.

[color=#e69138]Note: [/color]It's not compatible with the Great Forest, but it wouldn't really serve a purpose anyway. It is compatible with the Alpine Forest.

'Description: Places Enderal Trees and other tree models from resource packs around Skyrim for more tree diversity

[color=#e69138]Note: [/color]Download both main files and update file.

[color=#6aa84f]Load Order and Checking your Game

[/color]

It's worthwhile going in game to check that you are happy with your tree mod.

[size=4]GRASSES == [color=#f1c232]GRASS .INI TWEAKS:[/color] All grass mods require or recommend making some tweaks to your .ini settings. Some include a file that will do it for you. I recommend making any edits when the tool Bethini is used later in the guide.

Description: A fantastic overhaul for the grass. It has a FOMOD with several options. I choose default density, and vanilla coverage. This is partly for FPS reasons, but also so that I can see more of my landscape textures. I pick 2K, but 1K would be a better option for performance.

[color=#e69138]Note: [/color]An .ini file is include, so you don't need to tweak it yourself.

Choice: I mainly choose this over Verdant because I like the options it gives in the FOMOD.

Description: Fantastic grass. This is probably the most FPS heavy option, but there are optional files to reduce the quality.

It has its own ini tweaks included, but the author also suggests turning off grass shadows. This can be done manually, or by downloading the optional file.

[color=#e69138]Patches Download:[/color] It has a patch for Realistic Water Two to be installed later. [1]

OR:

There is another mod based on Verdant, which you may prefer called http://www.nexusmods.com/skyrimspecialedition/mods/13686]Viscous Foliage - A T H I C C Grass Mod]. It has its own recommended grass settings, and some further ini tweaks recommended by the author on the mod page. FPS heavy. [1]

[color=#e69138]Description: [/color]It re-textures the standard plants of the game, and the ingredient bearing ones too. The textures used are from Renthal's mods. They are very high quality (2K-4K), so you may not want to use them on low end computers.

[color=#e69138]Note: [/color]The textures are already covered by EEK's Renthal Flora Collection, and Skyrim 3D Trees, which I prefer. Don't install it if you used those mods, but I recommend it if you didn't.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Test it in game.

MORE QUESTS AND DUNGEONS

(Y) - I would always use some of these, and my choices would depend on the type of character I was going to be.

Description: It adds three fully voiced quests, including one for an assassin, and a crime based one. To start the quests, find the body near Honningbrew Meadery, talk to Hellen in the Winking Skeever, and speak to Radovar in Solitude's jail. A good choice for criminals, and assassins.

Description: High level dungeon with a detailed back story. For the quest to start, you have to be at least level 40, to have completed A Blade in the Dark, and then enter Whiterun, Windhelm or Solitude. The author recommends to be level 50-60. No incompatibilities known. A great choice for people going full Dragonborn.

Description: A fully voiced quest revolving around an underground fighting tournament. For the quest to start, you have to be at least level 5, and to have murdered someone (fun times). You will then receive a letter from the courier. If you go to the location before this, people won't talk to you, and you won't be able to take part. A great choice for criminals, and warriors that are a bit rough around the edges.

Description: This adds 8 dungeons connected by a story. It also adds NPC's to the world, and an Adventurer's Guild to Whiterun Hold. It's compatible with Forgotten Dungeons, and Hammets Dungeon Pack. A good choice for adventurers, and mercenary types.

Description: A Darksouls inspired dungeon quest with 5 high difficulty custom bosses, and 3 unique items. To start the quest go to Windhelm stables, and look for a corpse by a dead horse. A great choice for adventures, and Vigilant types.

Description: Bandits from all around Skyrim have been gathering and digging out the once abandoned caves of Shimmerfall Springs, causing local concern. Venture deep into the caves to find what they are seeking and stop the mysterious bandit leader who wields a dangerous power.

Description: Moonshimmer Mine introduces a medium-sized dungeon: Moonshimmer Mine & Athurhumz' Tomb. Adding about 30 minutes of gameplay, it takes the player on an adventure through an recently abandoned mine and unearthed Dwemer ruins.

Description: Temple of Kruziik is an ancient temple built by a cult of Nords worshiping the dragon Kruziik(meaning 'ancient' in the dragon language). Inside the temple you will find evidence of the Nord's worship and an ancient defender of the artifacts deep inside the temple.

Description: A small dungeon quest about a necromancer with two unique items. It can be played as a good, or bad character, and you can also claim the necromancers lair for yourself. A great choice for Vigilant types, and necromancers.

The file for the necromancers amulet is a separate mod and I personally wouldn't install it. [1]

WARNING: There are several bugs reported for this mod, but there seems to be a lot more people that have good experiences than bad. It hasn't been updated for some time though, and it would be worth reading through the bugs, and some of the posts, before deciding to use it. Don't clean the mod.

Description: It adds a huge underground network across Skyrim, and Solstheim. There are lots of custom enemies, and it includes quests. A few of the enemies may not be considered lore friendly. A good choice for Vigilant types, explorers, and darker themed characters.

WARNING: I don't think this is compatible with Palaces and Castles Enhanced, because this mod adds entrances to the main palaces/castles. If you do try them together, it would be better to load this below, but even then it may not work. Also it's not compatible with Outlaws Refuges.

Description: It expands the prison mine in Markarth, and adds new NPC's, and challenges.

[color=#6aa84f]Load Order and Checking your Game[/color]

It's a bit more difficult to check these mods thoroughly, but it's worth going in game, and doing a general check that they at least installed OK. Some of these mods will add NPC's, to the main cities, and additions to the world.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Check if everything works fine in game. Some of these dungeons/ quests can collide with other mods from the guide/ section so it's always good to double-check everything.

SETTLEMENTS

A NOTE ON IMMERSIVE CITIZENS BEFORE YOU MAKE YOUR CHOICES [NOT SUPPORTED BY THE GUIDE

Immersive Citizens is a truly amazing mod, and the chances are you will have heard about it even if you've never modded Skyrim before. Unfortunately, several mods included in this section are not compatible with it, and you will have to decide which you want to use. Let's take a look at some good old pros and cons.

[color=#f1c232]PROS For Not Using It[/color]

It will give you a lot more freedom in what mods you can use. Specifically from this section, it allows you to use Dawn of Skyrim, JK's Skyrim, Inncredible, and some Arthmoor mods. Dawn is my favourite overhaul of the 5 main cities, and can even be combined with JK's. It's worth seriously considering for this alone.

Even though other settlement overhauls might not be listed as incompatible on the IC page, or their own, it doesn't mean they are.

It can also conflict with other types of mods that change nav meshes.

The mods Wet and Cold, and Run for Your Lives cover two of the AI changes included in IC.

There are still mods available that change AI, such as combat mods, mods that change the behaviour of specific NPC's, or mods that add their own NPC's with detailed AI.

Peace of mind from worrying about compatibility issues.

[color=#f1c232]PROS For Using It[/color]

It's really fucking good.

Adds depth, and realism to your NPC's behaviour like no other mod.

ALTERNATIVE CITY OVERHAUL OPTIONS TO THE MAIN GUIDE

In the Forum there is an additional mini guide on city, and town overhauls by MrPavoni72. It looks really good. His guide is hand picked, tried and tested.

[color=#e69138]Patches:[/color] Under Misc there are patches for some mods. You may want them. Right now install only Thunderchild patch and 3D Trees patch (if you use it).

[color=#fff2cc]NOTE: There is also a patch called Arthmoors Patch Pack. This includes patches for all the Arthmoor mods JK's conflicts with, and one of those is CRF. It has a FOMOD installer, and all the patches can be installed individually, or as one merged ESP. [/color]

[color=#e69138]Compatibility:[/color] It won't be compatible with other mods that overhaul the same settlements unless there is a patch available.

[color=#e69138]Choice: [/color]One mod of note that it's not compatible with, is Expanded Towns and Cities. You might want to check it out first before deciding. More information can be found under the Towns and Hamlets section.

AND/OR - There is a patch for JK's Skyrim, and Dawn of Skyrim, which is installed after Dawn.

Description: It adds a whole new village by the docks with an Inn, and individual shops. According to MrPavoni in the comments section it's compatible with Solitude Exterior, Skyrim Sewers, The Scarlet, and Solitude Better Cities.

WARNING: Conflict with the Interesting NPC's was reported but I don't tested it yet.

Description: I like this mod because it represents a criminal element in each city, gives you access to fences without joining the thieves guild, and it's great for role-play. It is compatible with Skyrim Sewers if you wish to use that as well.

Description: Another good choice. It's much lighter in colour, which gives it a real alternative look. It has a FOMOD, where you can choose if you want the textures to cover the interiors, exteriors, or both. Not choosing the interiors will allow you to avoid overwriting your dungeon textures.

Description: An excellent mod that re-textures the roofs in Whiterun with several choices of style, and colour. It allows you to add that extra touch to the city. The optional textures are separate files you overwrite the main with.

If the styles don't appeal to you, I still recommend installing the Whiterun Roof Jorrvaskr file. [color=#00ff00]

Description: There are two files, one for a standard version, and one for an enhanced version. Both add the ruins, but the enhanced adds a player home, some guards, a vendor, and a dungeon. I recommend second file.

Description:An on going project where the author is re-making their previous mod of the same name from Oldrim for SSE. It adds shops and houses, new voiced NPC's, and side quests. A great mod, which is well worth checking out.

So far it includes Darkwater Crossing, Dawnstar, and Riverwood (in FOMOD). [color=#fff2cc]You want to pick only Darkwater Crossing.[/color]

[color=#e69138]Patches Now:[/color] There are also several patches in the FOMOD. The patches for mods in the guide are: Noble Skyrim, Better Dynamic Snow, RS Children Overhaul (only if you want to use it), Skyrim 3D Landscapes (only if you want to use it).

Description: Turns Half Moon Mill into a vampire town. For any vampire hunters out there, I believe all the inhabitants can be killed. The file is amongst others, from mnikjom's Ultimate Locations Guide.

Description: Mnikjom has combined all his mods for Whiterun Hold into one ESP, which is great news. It revamps many vanilla areas.

Note: There is an extensive list of compatible mods in the posts of the mod page, that you may want to check before installing this if you have used mods not in the guide. It's only semi-compatible with The Great Forest, and trees will have to be disabled using the console to avoid clashing. It is compatible with Alpine Forest.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Description: It adds a village to an island north of Dawnstar, and has an immersive fast travel system. An area well worth adding some life to.

[color=#6aa84f]Load Order and Checking your Game

[/color]

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Description: A huge, and amazing mod, which adds new animals, creatures, and monsters. It also adds NPC's to the roads, such as Imperials on horseback, and Thalmor patrols. More diversity is added to the vanilla content as well.

Choice: If you are using SKSE I recommend just using this mod for your additional creatures. There will be smaller mods that add them later in the guide. Some will be OK to use with this, but for the most part, I consider this mod, a one stop shop when it comes to your wildlife, and monster needs. It's worth paying attention to how many mods you are using that add addition NPC's to the roads of Skyrim. I think it is OK to use a few, but to many can affect performance.

If you used Animal Tweaks.esp move it to below this section (right panel in MO2).

If you used Immersive Horses.esp, move it to below Skytest, and it's patches (right panel in MO2).

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

It will be worth going in game and checking the animal mods are working fine. You should encounter more if you explore off road.

FARMHOUSE TEXTURES AND INTERIORS

[size=4]FARMHOUSE TEXTURES It might seem like a lot of options for your farmhouse textures, but they will have a big impact on the visual style of your game. It's well worth spending some time choosing.

The main textures have already been covered by SRO, and Noble (that I really like).

Description: This is by the same author of Idyllic Farmhouses, and it's the same textures from that mod. The difference is that it offers up to 8K texture quality, and has the option for darker stone. It can also be installed if you used other Farmhouse texture mods.

Description: By Mathy79 the same author of Skyrim 3D Trees. A significantly different look for your walls. Install the main file first which comes with the default textures. Then if you want one of the alternative textures offered, install that file afterwards.

Description: An alternative texture for the farmhouse floor. I use it with R's Farmhouse because I prefer a stone floor rather than the light floor boards included with that mod.

[size=4]INTERIORS [color=#fff2cc]Interior mods aren't as straightforward as you may think. They can conflict with mods that add NPC's, mods that edit AI, mods that add idle markers, and even lighting mods. Most issues can be avoided by not using any mods listed as incompatible, and with load order placement, but even when doing this, I can't guarantee you won't experience conflicts in your game. The easiest option is to not use them. [/color]

Note: You may encounter items added by these mods clipping with items added by other mods. In most cases it can be fixed by entering the console, clicking on one of the items, typing disable, and then pressing enter.

Description: An overhaul for interiors. It includes shops, Inns, guilds, player homes, and misc. I normally use this.

You can install the mod in modular form picking and choosing which you want, but it will be an ESP for each. If I was going to pick one module it would be the shops. All the modular options require the Core Module [color=#00ffff][1+][/color]

WARNING:[color=#ffff00] [/color]Remember the All in One version isn't compatible with any other mods, which change the same spaces, for example Eli's Breezehome or other overhauls for the vanilla homes.[color=#ffff00] [/color]Some people have reported CTD's with this mod.

Description: This only includes meshes, and is compatible with any texture mods covering the same items from this. It would work great alongside Rustic Furniture, and as far as I can tell the replacer version of Snazzy Furniture too. I recommend the first main file, which doesn't have an ESP.

Description: In the FOMOD pick the Replacer version. With this option you won't get the added clutter such as the paintings, but it won't require any patches. If you do go for the full version, the patches, and its effects on other mods isn't covered by the guide.

Description: Type B is my favourite, but you can have different styles for the big, and small sacks. Make sure you install one for both. Having a type B, and a type C looks good. I prefer this over Simple Sacks.

Description: Re-textures, and adds clothes to the doll. There is an optional file, which adds the dolls to the world as decorative items, but it has an ESP, and may conflict with other mods.[color=#00ff00] [/color]

Description: HQ meshes for a glazed pottery with a new 4K/2K textures. HQ meshes for in-game silverware with a new HQ candles. Realistic apples, tomatoes, potatoes, and a common bed pillows, plus HQ meshes for a common plates.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

You might want to go in game, and check your interiors and textures before continuing.

Description: A fantastic mod, which adds fallen trees to the world. I used to use the old version on the ps4.

Note: It has a chance of clashing with other mods, such as Convenient Bridges. If you do find a tree out of place, you can enter the console, click on it, type disable, press enter, and then exit the console.

Description: It adds frozen bodies in the north. Some with journals, and all with loot.[color=#ffff00] [/color]There's a few options for textures, and a file to reduce the loot. Some bodies at least, do contain a lot, but it's quite varied in the types of items you get.

Description: It greatly increases the amount of loot in the treasury house located in Markarth. It has one safe in it that can't be picked (the others can), and you will need a key to open it. The key is carried by a NPC, but which one?

Description: A great mod that gives me everything I want from a combat mod. It has a fairly simple, but effective injury system, with effects like being disarmed, and getting knocked over. Other features include timed blocking, and improved AI.

Note: It's compatible with Ultimate Combat found later in the guide.

[color=#f1c232]Realistic Damage[/color] The mod increases how lethal combat is anyway, but I also install the realistic damage plugin under optional files, unless I'm also using Ultimate Combat, in which case I use the increased damage option found in the Ultimate Combat MCM menu. [1]

The Realistic Damage Plugin really does make combat quick, and brutal, and either you or the enemy will die quickly. You can control this somewhat by changing the standard difficulty level of the game. On lower difficulty levels, you and the enemy may be able to take more hits, and on higher difficulty levels you will one hit kill a lot of enemies, and they will do the same to you. Blocking still serves a purpose.

I think this makes combat dramatic, and you'll find yourself in situations where you will have to search your spells, and equipment for any trick to survive. It will also make other encounters seem overly easy. I like the realism. When I hit someone with a sword, I at least like them to be seriously hurt. I only recommend playing the game this way if you're an experienced player.

Description: It's by the same author of Wildcat, and they're quite similar. Smilodon could be considered a lighter, less harsh version.

It also has a realistic Damage plugin. [1]

[color=#6aa84f]Load Order and Checking your Game[/color]

Move UniqueBorderGates-All.esp above his patch (right panel in MO2).

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

It's worth going in game, and checking any environmental structures or extra touches that you chose, specifically that they don't clash with any other mods.

Description: It adds more shrines, and corrects the writing on the shrine to match what it says it says in the text that pops up. I don't use it, and wouldn't even have known that the text doesn't match the shrine if I didn't see this mod.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Move Inns and Taverns.esp to just above Cutting Room Floor.esp if you want to avoid the slight texture issues. Inns and Taverns needs to be above Vernimwood (if you want to use this town) from Legendary Cities anyway (right panel in MO2).

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

It would be good to go in game, and check any shops, or Inns you've added.

HOMES AND CONTENTS

[size=4]PLAYER HOMES Player homes come down to personal preference, and it's worth checking out what's available on the Nexus to find ones that you like, and suit the type of character you intend to be. Just double check they don't clash with your other mods, and your golden.

The following options are just some of my favourites, which will work with other mods in the guide. I install about three homes.

VANILLA [i][size=1]You can use it alongside new player homes. WARNING: It's not compatible with the All in One version of Distinct Interiors.[/i]

Description: It adds a small house, and a mine on top of a mountain in between Riverwood, and Whiterun, which you have to pay to refurbish. One of the best things about it, is how good it looks on top of the mountain. It allows hiring of NPC's, and adds NPC's to Riverwood.

Description: This is one of my favourite homes. A small home situated next to the lake near Riften, and has some nifty features, like been able to close the blinds, and roll out a bedroll for a follower.

Description: It would be a great choice for mage characters because it was designed for them. It also has gameplay elements to it, and lots of features. It's a highly detailed, and complex mod. There are several guides you can download on the files page.

Description: Not sure they're immersive, but they look so much better when showing off your wares than vanilla. It has a choice of several different women, a male option, and a mixed version, and it uses your chosen body, and textures.

WARNING: When this is used with the mod Sexy Move (found later in the guide), you will get a pop up telling you a coin couldn't be placed, for each female mannequin, when entering a new cell containing them.

If used with certain body mods, the male version may have an erection.[color=#ffff00] [/color]

'Description: This mod looks very promising. It allows you to customise the size, and shape of your Mannequin, whilst offering many different textures options, such as marble. Install the main file, and then your chosen texture file afterwards. '﻿

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

I would go in game, and check out some of the texture mods. You should see most by entering an Inn, and a few shops. Also check all houses that you picked.

Description: It adds perks, and spells in the form of powers so that you can use them as shouts, allowing you to free up your hands for combat whilst still being able to use witch hunter specific magic/prayers. For the Vigilant, and Witch Hunter types.

Description: Do you hate mages? Have you ever sat there watching Lord of the Rings with a group of friends, and felt peer pressure to say that you also love Gandalf, when in actual fact you think he's a bit of a twat? Have you ever wanted to punch David Blaine in the face? Then this could be the mod for you. It offers an alternative magic path with spells, and perks designed to give a mage a really bad day. Of course, once your work is done, and every mage in the land is dead, you will realise that your a little bit magey yourself, and have to chuck yourself off a mountain. I really like how it's integrated into the game. Read the description on the mod page for more information.

Description: Adds a completely new system to research and discover spells from any supported spell mod. As well as adding an in-built spell tome and scroll crafting system, a Victorian-Era style alchemy system, where you can dissolve items, and mix or analyze the resultant solutions, and expands the lore of magic with dozens of texts and artifacts to find.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

It will be worth checking your game to see if everything is working well.

Description: They look great, and I'm a big fan of the Ennead series. It also gives the option to have the coins in gold, silver, or bronze.

There are optional files to change the name from gold to septim, and to give coins weight, but it does require a plugin. I use this one with the name change, and the weight added.[color=#00ffff] [1] [/color]

Description: Re-textures the amulets, and it's the only mod in the guide that does. Install the main file, and then one of the choices for The Other Three Amulets, and the file for the Dragonborn Amulets under optional files.

Description: It adds animation to a huge amount of clutter when you open it. There is a FOMOD, and you can pick and choose what you want to be affected.

[color=#6aa84f]Load Order and Checking your Game

[/color]

My right panel (Priority list) in MO2: [url=]25]﻿.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

It's worth doing a quick check of the textures in game.

ADDITIONAL NPCS

[color=#fff2cc]Just a reminder that I'm not suggesting to install every mod that adds additional NPCs, as they can be taxing on performance. Some more so than others.[/color]

Description: The ultimate NPC mod, which adds over 200 to the game. Some are followers, some are marriage partners, and many include quests. The voice acting is excellent.

Follow the link, go to downloads on the top bar, and then select the SSE version, and download it. Despite what it says on the page, the ESP is in Form 44. Next, go to downloads again, go to Optional files, and download the Dawnguard meshes for vampire NPC's.

Description: It not only adds a vigilant of Stendarr to each city, which come with their own AI schedules, but it also adds improvements to to the vigilant's head quarters, and other content for more immersion.

[color=#e69138]Note[/color][color=#e69138]:[/color] It also resurrects Carcette after the attack complete with injuries, who then patrols with her bodyguard. If you install an NPC overhaul, which changes Carcette's appearance, her face will change dramatically after the attack!

WARNING: I don't recommend using this with vigilant, because it also edits the head quarters.

Description: A great mod adding at least three Dawnguard to each large city, and they're well integrated with their own relationships. What I really like is that they don't respawn, making them more unique. I only install the first main file, but you may want to install the Dragonborn add on too.

Description: It adds 11 hunter vendors around towns, and cities. They can also be followers. A good mod to add extra NPC's, but particularly good for hunter characters.

[color=#6aa84f]Load Order and Checking your Game[/color]

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

I recommend going in game to check your additional NPC mods. Picking a city, and walking to another would be a good test.

Description: It adds a huge amount of new armours, and other items to the game. I would consider it essential.

[color=#e69138]Note[/color][color=#e69138]:[/color] Pick the UNP support in the FOMOD only if you're going to use UNP or UNPB. If you're using CBBE you can still install this, because a mod including the Bodyslide files have now been released, and it can be installed later in the guide.

[color=#fff2cc]You can check out the female bodies in the Physical Appearance and NPC Overhaul section of the guide, if you haven't decided already.[/color]

This mod doesn't edit individual NPC's, and therefore doesn't need to be patched.

WARNING: [color=#fff2cc]It seems this mod hasn't been converted properly for SE. The meshes haven't been converted, and the mod can potentially cause CTD's at times. I have to recommend that you convert it, or don't use it. The process is a bit different to a normal conversion, but thankfully KorruptKSwades has written a detailed, and easy to follow[/color] http://www.nexusmods.com/skyrimspecialedition/mods/12562?tab=forum&BH=1]guide for the Forum].

Description: Improves the meshes for most weapons. Install the first main file, and the update.

Note: It has a FOMOD with lots of options, including some that you need Gemling Jewellery installed for. Pick what you like, but read carefully because some options are for other mods, some of which aren't ported to SE. It will say in the description for each choice if it is for another mod.

This is what I do. First page pick nothing, second page pick custom, on the third page I pick everything except the Skyforge options, the Ultra HD Silver Sword, the Runed Nord Hero Weapons, and I choose Keening with refraction. On the 4th page I pick the second option for all. On the 5th I pick the second option. On the 6th I pick dragon bling green for the first two, and tick the Auriel quiver. For the 7th I pick Stalhrim with refraction, the quiver with refraction, and both Nordic options.

Description: It's now been ported to SE, and even improved. Let's face it, it's the ultimate additional weapon mod. I recommend this over the other choices.

[color=#fff2cc]IMPORTANT:[/color] This mod adds the weapons to the world in several ways. The main way is adding them to levelled lists, but another is to make specific edits to certain NPC's. If you use a NPC overhaul that doesn't have a patch for this mod, the edits won't take affect. It is possible to make your own using SEEedit. I only consider this a minor conflict, and don't think it has a big impact on your game if you end up using a few NPC overhauls, which aren't patched for this mod. You will still find plenty of the weapons in game.

Description: It changes the stats, and effects for the artifacts of Skyrim to make them as special as they should be. You can install them in modular form, which will result in an ESP for each, but I recommend you install the full package for one ESP. For Chillrend pick the Leanwolf option if you used that mod.[color=#ffff00] [/color]

Description: A patch to make Zim's version of Nettlebane affect all the Spriggans added by Immersive Creatures. Obviously a very specific patch, but if your a fan of the weapon, it's one you will want to use if you installed both mods. Not essential.

Description: It replaces the Skyforge weapon models, but it also allows you to craft them out of other materials providing you have the right perks, and have completed the quest - The Glory of the Dead.[color=#ffff00] [/color]

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Even though it's mainly textures, it's still worth going in game to check that everythings looking how it should. The more checks the better!

PHYSICAL APPEARANCE AND NPC OVERHAULS

I think this section is the most complicated in the guide. It's big, and there are a lot of choices to make. I've tried to simplify it the best that I can, but please take your time with it, and read the information available.

When choosing NPC overhauls potential conflicts have to be taken into consideration, which was briefly mentioned in the section Useful Information. The main mods in the guide that will conflict with them are USSEP, Immersive College of Winterhold, and to a lesser extent CRF, and Immersive Weapons.

My recommended choices greatly take this into consideration. I've tried to balance compatibility with quality. The choices given should be well patched, and reasonably conflict free.

The Immersive College of Winterhold is installed later in the guide, but there are patches available for all of the main choices that need one, except for Distinct Husbands. This way, if you decide to use it later, you know that your NPC overhauls will be compatible.

Note: Choices that used to be part of the guide are still listed under a spoiler, but they are no longer supported as part of it. I'm not trying to discourage you from trying them. I've spent a lot of time trying different ones, and have enjoyed trying to find the ultimate combination for my personal tastes. It will just involve more work on your part, and for most of those options it will involve using SEEedit, or living with some conflicts.

[color=#fff2cc]There is more information on conflicts, and fixes under a spoiler further down, just after the Single NPC's sub section. [/color]

Description: I'm know that a lot of people doesn't like it. It's still worth to download it because A LOT of good mods require it.It adds a huge number of hairstyles, which can then be selected in the racemenu for your character. There are other mods that require it as a master.

Install the Sky Hair Full file under main, and then the female, and male files under optional. Also install the fix for Khajiit Apachii Sky Hair, and the fix for Hair 82 under misc.

There is also a file that will allow you to craft certain hats, and helmets, which also include a wig. Any vanilla headware removes the characters hair whilst it is worn, and can make the charater look bold at certain angles. [1]

Note: Installing this, and Apachii Hair will cause a longer pause when switching between genders in the character creation. I think it's worth it though, because it gives you more choice, and some mods will require KS hairdos, and others Apachii. With both you don't have to worry. If you do decide to only use one, you will have to double check any mods that change or add NPC's in case the one you're not using is a requirement.

'[size=4]NPC OVERHAUL'S - MY RECOMMENDED CHOICE'[color=#f1c232]NOTE:[/color] Why I can't check overhauls from various options like in other sections? Reeee. It's becauseyou know nothing, John Snow. And I want to save you from black face issue.

[color=#f1c232]NOTE ON LOAD ORDER:[/color] NPC overhaul mods should always be kept in the same order that they were installed in.

[color=#f1c232]IMPORTANT:[/color] You should always check any NPC overhaul you install afterwards in game. This is especially true when installing more than one. Just make sure the ALT Start ESP's are at the bottom of your load order before you do.

Description: I felt like I had to mention this because of its popularity, and the fact it's an amazing mod. An artistic master piece really. Pretty much a complete package, and covers over 700 NPC's. It includes it's own textures, and it even covers the presets in character creation. It's the ultimate overhaul which keeps to the vanilla look. There is a version which gives the women the UNP body, and one that keeps the vanilla body. The males won't be nude for either.

WARNING:[color=#ffff00] [/color]Download first main file (nude version).[color=#ffff00] [/color]In FOMOD go custom, then do not tick anything (just default options). Then go to the Filetree and hide/ delete EVERYTHING except WICO - Immersive Character.bsa. Then download second main file from http://www.nexusmods.com/skyrimspecialedition/mods/5049]WICO Clean Up Script] and put it in the WICO mod folder (Open in Explorer or simply drag and drop in Filetree). At the end unpack both BSA files via BSA Extractor.

Description: It overhauls 29 men to a very high standard. It includes its own body, and textures. There isn't a nude option, so they will be wearing pants. Don't pick the patch for The Grey Cowl in the FOMOD.

Description: This mod is an overhaul of the Orcs of Skyrim. I didn't touch the ones from the Bijin mod series. This mod includes new facegen/facetint data. It includes hair as well. This mod will use YOUR skin textures.

Description: At least half of the NPC's included in this are also covered by the Bijin series. I like this mod because it users your body, and texture choice, but it does offer it's own skin textures under optional files. It's also very high quality.

Description: The main file replaces Serana, but there's also an optional file to have a follower called Claire with the same appearance. You can even use both. Her appearance can be customised in the FOMOD, and the choice for UNP or CBBE is included.

Description: As much as I love Aesthetic Elisif I can't deny the quality of this mod by the same author of the Bijin series. It can be installed as a replacer for Elisif, or as a follower called Toccata, or both.

Description: An overhaul for the courier, and it also makes her a potential follower. Install the first main file, and the sexier optional file if you desire that.

When used as a follower, when you get a delivery, you may end up with two Lilly's on screen. You can't recruit her when she's working, but she hangs around Belethor's shop in her down time. Love her voice, she can tell me she has no mail all day.

Description: If you hate Cicero because of his voice as much as me, this is a great option. It makes me want to replay the dark brotherhood quest line just to get her as a follower. Turns Cicero from the most annoying NPC in the game into one of the best, with a slight (very slight) Harley Quinn vibe.

Note: Cicero is included in the Men of Winter mod.

[size=4]FIXES FOR CONFLICTS WHEN USING NPC OVERHAULS

FACE BUG FIXES

If you do come across the face bug, it can often be a load order issue. Always keep them in your load order, in the order that you installed them. When it's one NPC overhaul overwriting another, the one overwriting should be in loose files, rather than packed in a BSA.

WARNING: Schlongs are using slot 52 so it conflicts with other mods that have usage from this slot too. For example: it will conflict with Side Left Pouches from Bandoliers. They just not show up in game. How to solve this? You just need to mark it “revealing” when equipping only the bandolier that is conflicting and the conflict will be solved (you can do this in MCM menu)!

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE.

[color=#fff2cc]WARNING: [/color]The nude male body options below will replace the humanoid chest textures from these mods, but it's the better option for the schlongs. If you're aren't going to pick a nude option, it may work better installing these after/having them lower in your priority order, or it may make no difference. I can't say because I've always gone for the dick.

[color=#f1c232]BODY CHOICE:[/color] If you don't want nudity, I recommend SkySight Skins. For a nude body, it's a choice between Vitruvia and Tempered Skins for Males. In my opinion Tempered has the better body shape, but Vitruvia has the better textures, especially for the face.

Description: It includes skin textures, and a new body. There is a file for non nude, SOS FULL and a SOS Lite. We want second main file for SOS FULL. In FOMOD pick SOS Performance (or SOS 2K if you have more powerful machine), then pick whatever you want from A or C (it depends on what you choose earlier).

Note: This mod doesn't come with any body hair textures, so if you want body hair, you have to copy and paste the textures from another mod to this one. It's a simple process, and the author of this mod gives instructions on how to do it in the description.

Description: It includes skin textures, and a new body. There is the option for non-nude, nude, and a nude version to be combined with its own version of Schlongs of Skyrim Light.

Choice: I install the 3rd main file (Nude version). In the options, I choose elder, and smooth, and the tint mask for men out of the additional options. Don't pick any for females, or beasts. Alternative choices for male tint masks are offered by the Stubbled faces file under optional.

Next, if you prefer them, install stubbled faces by Geonox under optional files.

Also, on top of the description page, there is a link to fix for legs. Download it.

Description: It includes skin textures, and a new body. It doesn't have an option for a fully nude body, and it isn't compatible with SOS, but in my opinion it has the best textures. Under optional files there is some improved feet meshes for open toe foot ware. There is also a performance, and ultra version of the main file.

[size=4][size=4]FEMALE BODIES AND SKIN TEXTURES

'[size=4]FEMALE BODIES'[color=#f1c232]BODY CHOICE:[/color] The female body gets a lot more attention from the modding community for obvious reasons, and there are a lot more options available for body type, and shape than there is for the males.

Four body types are covered in the guide, but the real choice is between using CBBE, or one of the other options. This is because CBBE has unique features, and resources available for it, and requires the use of an external tool called Bodyslide for many of them. UNP, UNPB, and TBME all work in the same way, can share resources, and don't require the use of bodyslide, and because of this, they're the simplest options.

Resources refers to the armour, and clothing mods available for the body in question. The reason why there are mods for specific body types is because they are designed to fit the shape of the body. If an actor wears armour, or clothing designed for a different body, then their body shape will change to the one the item was designed for whilst wearing it.

Mods made for UNP, UNPB, and TMBE can be used no matter which of the three you choose. It will change the body shape to the one the mod was designed for, but they are compatible. If you wear items made for CBBE with any of those three options, and vice a versa, it will change the body shape, but it can also lead to unsightly neck seams, or other side affects.

[color=#f1c232]BODYSLIDE FOR CBBE:[/color] Bodyslide has several functions, but in the guide, it's required to fit some armour, and clothing mods to your body shape, and for body physics when using CBBE (All this can be done for the other three options by selecting choices in FOMODS, and installing mods like normal). More information on it can be found in the section Body Specific Armour and Clothing, or on it's http://www.nexusmods.com/skyrimspecialedition/mods/201]mod page]. It's actually straightforward to use, but if you don't like the look of it, just pick one of the other options.

[color=#f1c232]BODY PHYSICS:[/color] Body physics refers to applying the games existing Havok physics engine to parts of the female body, so that when the actor moves, certain body parts move too. Yep, I'm talking about the breasts, and ass. The UNP, UNPB, and TMBE options include the stomach too. A few mods, and choices are required to achieve it, and instructions will be given for each body type when necessary, but it is optional.

Description: One of the most popular bodies for SE, and for good reason. It's higher quality than UNP, and UNPB, and it offers the choice of three body shapes (presets) in the FOMOD. With the use of Bodyslide, it's possible to create your own body shape, or use one of the many presets made for it that are available on the nexus. No other mod in the guide will give you this level of choice, and freedom for the female body.

In the FOMOD I pick slim, vanilla outfits, face pack, dirt to beauty marks, trimmed brows and no skin maps. It's very important to pick vanilla outfits, as this will fit all the vanilla games clothing, and armour to the body preset you chose in the FOMOD.

Note: The Normal Map optional file is for if you intend to use the Bodyslide tool to create your own body preset (Optional). You could install one of the normal map options later if you need to. Pick the one that most closely resembles the body you want to create.

Description: The most popular choice for this body type. The main file includes all body choices, and textures too. It also includes the head mesh from ECE. There is an optional file, which only includes the meshes, and I think that's a better choice if you are going to install your own textures after this sub-section.

WARNING:[color=#ffff00] [/color]You need to pick the TBBP option in the FOMOD if you intend to have body physics. The TBBP body requires the XP32 Skeleton, and your game will CTD if you pick this option without it.

Description: This body is similar to UNP, but it has bigger breasts. It has an all in one file with a FOMOD. Pick the choices you desire. It includes textures, but you can still choose your own after this sub section if you want to replace them.

Note: It supports UNP texture mods.

WARNING:[color=#ffff00] [/color]You need to pick the TBBP option in the FOMOD if you intend to have body physics. The TBBP body requires the XP32 Skeleton, and your game will CTD if you pick this option without it.

Description: This is a variation of UNP. In the FOMOD there is an option for an ultra quality version of the body, which is actually higher quality than CBBE. There is a mod for it later in the guide, which replaces the vanilla armour, and clothing, and fits it to this body, and I think it's the best of its kind.

Note: It supports UNP texture mods.

WARNING: It requires the XP32 Skeleton, and your game will CTD if you use this body without it. [color=#ffff00] [/color]

Note: Qwinn has also worked his magic in the FOMOD, by making it possible to use this body for several NPC overhauls with a push of a button. The mods that this can be done for at this point in the guide are, the Bijin series, Toccata, Ordinary Women, and Improved Bards. I recommend doing it for the last two, but would say that Bijin mods are more optional. All you have to do is tick a box in the FOMOD. It can also be used for the follower mods Recorder, and Sofia, which are in the Followers section of the guide. Install them before you install this mod, if you intend to use them, and want them to be included.

[size=4]SKIN TEXTURES FOR WOMEN[color=#ffe599]If textures were included in your body mod, and you're happy with them, you don't need to install one of these. Remember to check, if textures that you're using are compatible with your body mod![/color]

Description: I've tried most skin textures at some point, and this is my favourite, but the style won't appeal to everyone. Install the file for the body your using. UNP is fine to use for UNPB, and TMBE, and the CBBE option is compatible with the SE version.

I recommend selecting all options for make up, mouth, eyes and freckles They're all really high quality, and I think better than individual mods for each. Don't select the additional eyebrows because it will result in an ESP.

Description: The three mods below are a little to realistic for my tastes, but this seems a good balance. Install the patch for Dawnguard under updates. There is also patches for Ethereal Elves Overhaul, CBBE Curvy, and for the vanilla body, and optional files for pubic hair, and make up.

Description: The main file adds additional eye textures for the player character. Install the file, ESP Update for Player Edition afterwards, found under updates. Also install The Eyes of Beauty - NPC file found under optional files. This re-textures the vanilla eyes, and therefore affects NPC's.

There is another file found under Updates called The Eyes of Beauty - Elves Edition. This contains exclusive eye textures for Elves, but they're for the player character only. [1]

Description: A great eye mod, which adds additional options, as well as replacing the vanilla textures. I choose complete, complete full, Dawnguard, werewolf blue eyes, nothing for Serana, and default eyes for vampires. It also has the optional file to change elf eyes to be more inline with the vanilla colours. The Vampire option has an ESP.

Description: Replaces the vanilla hair colours with realistic, and vibrant colours. A great mod. Install the optional file instead of the main, if you also want the authors mod called Pale Beauty, which changes the default skin tones for some races.

Description: A choice between a replacer for the vanilla eyebrows (no ESP), or an extra 12 standalone eyebrows for the player character only. It also has the choice to make all eyebrows black. I use the replacer version.

Description: ECE is a huge upgrade to character creation. It adds new face parts, skin tones, hair, tints, and warpaint colours, and you can even save the face you made as a separate file. There's also an option to add an extra race.

In the FOMOD I don't choose the vampire sunken cheek option, the extra race, or the race compatibility patch. Some of the options will result in an extra ESP.

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE.

WARNING:[color=#ffff00] [/color]I have never used the extra race, or the race compatibility option, so I can't say for sure how those options will interact with other mods in the guide.

The choice to remove Sunken Vampire Cheeks can clash with other mods. If you're unsure, I don't recommend choosing it. I don't use it.

Sometimes the mod struggles to initialise, and gives an error warning. Changing race or gender should fix it.

Don't pick the extra race unless you're definitely going to use it, because it can affect other mod choices.

[color=#ffff00] [/color]WARNING:[color=#ffff00] [/color]If you have used Sacrosanct, don't select the the Race Compatibility option in the FOMOD. You don't need it anyway unless you chose the extra race, or are using a different race from another mod. If you do need it, install the more up to date version from http://www.nexusmods.com/skyrimspecialedition/mods/2853?]its mod page].

Moonlight Tales isn't fully compatible with Race Compatibility. If you want to use the two together you have to delete the Scripts/PlayerWerewolfChangeScript.pex file.

Description: A similar mod to ECE, with some differences in features. I would say it is a simpler option, and one that is more compatible with other mods.

Choice: The main differences are that Racemenu has less sliders, and options. You won't get the head mesh that comes with ECE, or the option for an additional race. I recommend reading about both, but if there isn't a specific reason you want ECE for, then I highly recommend Racemenu. This is because it really is a lot more compatible, and it's a simpler option to use with the XP32 Skeleton (see below).

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE.

WARNING: Some people have reported CTD's or infinite loading screens when starting a new game whilst using Racemenu. It's not affecting everyone, but it's possibly related to Racemenu not placing the data from the mods Apachii Hair, and KS Hairdo's into the FaceGen Cache, which means all the hairstyles are adding to the total VRAM usage for the game, even after character creation.

If you experience it, go to the SKEE64 .ini file in the Racemenu mod, and change the number 1 to 0 in the following line:

Description: This mod adds new Body and Facepaints which are weathered and worn. Most of the paints fit both genders, and should give a battle-worn appearance to any character using them. Require RaceMenu.

The next three mods replace the female warpaint's with different designs. Most come with several packs of designs to chose from, and they don't have an ESP. However, each mod also has a standalone version with an ESP, which requires the mod RaceMenu. The files would need to be extracted from the BSA, and the ESP would need converting if you use that option, because they are all Oldrim.

Description: A collection of body paints, and tats. Several can be worn at once using RaceMenu's overlay feature.

[size=4]TEETH == Teeth are covered in some NPC overhauls, and skin textures, but not all. Some say the teeth from fair skin are the best. Orc teeth are covered less often. Here are some textures if you want them.

2) http://www.nexusmods.com/skyrimspecialedition/mods/7935?]Modest Elderly] - [color=#00ffff][2] [color=#ff7700][ESPLite - main file and waccf patch][/color](Y)[/color][color=#00ffff] [/color] Description: The elderly will use vanilla clothing meshes, and keep the underwear even if you use a nude body. It's still worth using if used Consistent Older People. Also download WACCF patch.

[size=4]CHARACTER PRESETS == There are lots of presets available for ECE, and RaceMenu on the Nexus. You should find them by searching for preset, or in the Character Preset category.

[color=#6aa84f]Load Order and Checking your Game[/color]

Move CBBE.esl under your ESM files (right panel in MO2).

Move all three ApachiiHair.esm under ETaC - RESOURCES.esm (right panel in MO2).

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Check new races, new look for NPCs, RaceMenu, etc.

FOLLOWERS

Now for some followers! It's well worth taking a look at the category yourself to see what you like, and which ones would fit into your game well. [color=#fff2cc]Try to keep to around 10 choices from the whole section if your following the guide closely. Don't install them all.[/color]

Description: This is one of my favourites. It adds twelve followers, and includes males, and females. They are very distinctive followers with custom AI, and combat styles. Some come with shouts. Great locations too.

Description: Several files with the choice of two body weights, and the option for her to just look like a vampire, or actually be one in game, and suffer sun damage. There is a file for her to replace Serana, but it only gives you the face, and not the body. I think she would serve better as a follower.

Description: Sick of normal looking women, and their lack of fur? Normal women not horny enough for you? Well this one has fur, and horns so you should be alright. She can train you in the art of lo... In the art of archery! Now get your mind out of the gutter.

Description: There are separate files for adoptable, and follower, and some optional files to tweak her appearance. The follower version needs Relationship Dialogue Overhaul so that she can be invited to join the player. It will be installed later in the guide. You can still install her now, but the option won't appear yet.

Description: The previous mod, but tweaked to be more immersive. I like the changes it makes. One change is that your followers won't be essential. Install the USSEP, and DLC patch. It overwrites the plugin for the main file so doesn't cost an ESP.

[color=#e69138]Patches Now:[/color] It has a patch for Interesting NPC's, you will want to install if you used that mod. [1]

There's also an optional patch to restore Cicero's dances, which doesn't have a plugin.

Description: This could be described as a lighter alternative to AFT. It allows you to recruit up to five followers, and includes many features, such as followers not setting off traps, and assigning a mage follower as a healer. It now has a horse riding system too.

It doesn't include or alter any standard dialogue and is generally more compatible with other mods than AFT, and because of this no patches are needed. It might work better with Interesting NPC's, and I would recommend it if you used Convenient Horses.

Note: There's an import system that can be used on custom followers, which will allow you to use some of the features from this on them. This includes Serana, but should also work with at least some of the follower mods that aren't compatible with AFT.

If you use this instead of AFT, you will have less control over outfit management, but it's compatible with the mod Simple NPC Outfit Management found later in the guide.

[size=4]QUEST MODS BASED AROUND VANILLA NPC's [color=#fff2cc]You can use follower enhancement mods such as Amazing Follower Tweaks (AFT) in the same game as the followers included in these mods, but don't use those mods on them, or they may break.[/color]

Description: A mini quest, which allows you to marry Teldryn. This is almost an add on to the previous mod, but it is standalone, and doesn't require it. If you use both mods, it is possible to complete this one before the previous one, but the author doesn't recommend it from a story point of view.

[size=4]HEAVY QUEST-LINE FOLLOWERS

[color=#fff2cc]You can use follower enhancement mods such as Amazing Follower Tweaks (AFT) in the same game as the followers included in these mods, but don't use those mods on them, or they may break.[/color]

Description: A unique mature story to suit all types of characters, with options that affect the out come. Starts on the road leading to the western watch tower from Whiterun. I love this mod and she is one of my favourite followers. In the FOMOD it has body, and face options. Pick the option for USSEP.

Description: A quest mod spanning several dungeons, and locations, which leads to her becoming a follower. She's based on the Norse God of the Underworld. To start the quest, talk to the Inn keeper in Dawnstar.

[color=#e69138]Requirements:[/color] XP32 Skeleton

[size=4]COMPLEX FULLY VOICED FOLLOWERS WITH QUESTS[color=#fff2cc]You can use follower enhancement mods such as Amazing Follower Tweaks (AFT) in the same game as the followers included in these mods, but don't use those mods on them, or they may break.[/color]

Description: Lucien is a fully voiced Imperial follower with over 2000 lines of immersive, lore-friendly dialogue. Though he arrives in Skyrim as a cowardly scholar, he'll gradually gain strength and confidence by your side until he grows into a hero in his own right. Interaction with 17 other mods, including full commentary on the questlines of Moonpath to Elsweyr and Moon and Star and fully-voiced banter scenes with Inigo, Hoth and Auri.

Note: Also download Moon and Star patch and Moonpath to Elsweyr patch from optionals.

Description: Song of the Green is a fully voiced follower and quest mod, which centers around Bosmer culture and tradition. Auri, a traditionalist Wood Elf archer, will follow you, do your bidding, and offer occasional snarky commentary about your surroundings and actions.

Description: Over 1200 lines of dialogue. Great voice acting with a Yorkshire accent (think John Snow), and a marriage quest-line. Ideal for female players, gay players, bi-sexual players, curious players, straight players that loosen up after a few drinks, and straight players who like an intense bromance, which causes people around them to wonder if it goes deeper than that.

He has been revamped, and this is the second version of him, which I haven't tried yet.

'Description: She comes with custom lines edited from vanilla dialogue, has remote commands, she can get drunk, and more. Install the main file, then the optional body type file if you use 7B Bombshell or CBBE. The NSFW patch is for if you only installed the main file and want her to be nude. The CBBE file already makes her NSFW.

[color=#e69138]Requirements:[/color] XP32 Skeleton.

[color=#fff2cc]WARNING[/color][color=#fff2cc]: [/color]Some people have experienced a CTD bug whilst sneaking, but disabling her built in face light has fixed it for some. I haven't had this problem.

Description: She's location, and quest aware. Funny, and can get drunk. You will find her naked at the Whiterun stables.

[color=#fff2cc]WARNING[/color][color=#fff2cc]: [/color]She conflicts with ECE, because she edits the Nord race. You will lose some of the slider options including in ECE for Nords. You could try loading her before ECE, but if that doesn't work, it will be case of having to make a patch, or live with the loss.

Description: She is found in Riverwood. Interacts with the follower Ambriel. Not entirely lore friendly.

[color=#fff2cc]WARNING[/color][color=#fff2cc]: [/color]She conflicts with ECE, because she edits the Nord race. You will lose some of the slider options including in ECE for Nords. You could try loading her before ECE, but if that doesn't work, it will be case of having to make a patch, or live with the loss.

Description: A fully voice acted bounty hunter follower, with extra special armour. He will actually be able to give you bounties in game, and is radiant quest enabled. He comes with a patch for UFO, which is a follower management mod not available for SE. You can deactivate it, or delete it from your Data folder.

[color=#6aa84f]Load Order and Checking your Game[/color]

Move Lucien.esp above his patches (right panel in MO2).

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Check if your new followers looks and works fine.

BODY SPECIFIC ARMOUR AND CLOTHING

[size=5]CBBE OPTION

'[size=4]BODY FIT'[color=#f1c232]CBBE Body Fit Armour and Clothing:[/color] The files to fit the vanilla clothing to your body preset, were already included in the CBBE body mod. Currently they will be fitted to the body preset you chose in the FOMOD, but if you choose a different preset, or modify your current one in Bodyslide, they will need to be refitted to match your new choice.

[color=#fff2cc]Other armour, and clothing that doesn't have a CBBE option, can be fitted using Bodyslide, providing they include the Bodyslide files to do so, or another mod provides them.[/color]

Description: I highly recommend installing this if you chose the CBBE body.

It is a tool which has several functions:

It offers more CBBE body presets than the 3 choices available with the CBBE mod (Slim, Curvy, Vanilla). You can also add even more presets with mods such as http://www.nexusmods.com/skyrimspecialedition/mods/11229/?]CBBE Presets Compendium], just install them after Bodyslide. There's many more on the Nexus.

You can then modify your chosen preset to fit to your tastes even more. For example changing the size of body parts.

It allows you to enable body physics for use with mods like CPB Physics.

It can be used to fit clothing and armour from other mods (which have the required bodyslide files) to your chosen CBBE body preset. You will still need to do this even if you chose one of the 3 presets offered with the CBBE mod. For example, Immersive Armours only has the option for UNP, but if you install the next mod Immersive Armours SSE CBBE Bodyslide Conversion, it will give you the required Bodyslide files to allow you to convert the armours from Immersive Armours to fit your CBBE body.

I realise it sounds complicated but it is a lot simpler in practice. If you go to the Bodyslide mod page there are links to guides on how to use it. There is a very good one in the posts.

I recommend you watch the video by Gopher, linked just under installation on the mod page. It's for Fallout 4 but relevant to Skyrim, and I found it very useful. It covers building your body, physics, and fitting your armour/clothing.

'[color=#e69138]Installation[/color]'[color=#e69138]:[/color] It's not that difficult. [list=1]

Install it like other mods.

Add it as a executable (exe is located in the mod folder, example path: Mod Organizer 2\mods\BodySlide and Outfit Studio\CalienteTools\BodySlide\BodySlide x64.exe).

Run the program.

Go to the settings and make sure that Game Data Path looks like this: Steam Games\steamapps\common\Skyrim Special Edition\data\.

QUICK GUIDE

First, pick your body type in the bar next to Outfit/Body. It should have nude, and non nude options. Pick the Physics option if you want it, and intend to use the mod CBP Physics.

Now pick your preset in the bar below. If you installed any extra ones, they should be there.

You can edit your preset with the bodysliders, but be sure to save it afterwards.

Then click Batch Build.

[color=#fff2cc]I recommend installing any armour or clothes mods which have bodyslide files that you intend to use from the list below, and then use Bodyslide for everything together. Also check out the Apachii Divine Elegance Store, which has bodyslide files too.[/color]

Description: This will allow you to fit the armours from the Immersive Armours mod to the CBBE body of your choosing with Bodyslide. Physics not yet included, but coming soon. Also install the Hunter and Paladin Texture Fix update file.

Description: This adds all the armours from the mod into the game world, where they can be found and bought. The CBBE body, and Bodyslide tool required. It's compatible with BBP and HDT physics, you just need to select the version with physics in Bodyslide.

IMPORTANT: You need the previous mod to make this one to work.

[size=4]ADDITIONAL CBBE ARMOURS I'm not suggesting to install any of these, they're just examples of what's available. There's a lot of armour mods with Bodyslide Files on the Nexus. It's worth having a look through them if you want something particularly special.

Description: I've replaced the mod Bikini Armours with this, as it seems a better option. It adds bikini armour for crafting, and includes most armour types. You need to find the books first. The Bodyslide files are in a separate file. It has a patch for JK's Skyrim, which should just overwrite the main file.

Description: It includes lots of outfits, and has an optional file to make it all into clothing. They can be found, or crafted under leather. Some people have struggled to find them in House Battle Born, which is where they're located.[color=#ffff00] [/color]

Description: It just includes the one outfit, but it comes in two colour options, and it looks great. Install the update file, which will overwrite the main. Also install the physics file if you want it.

Description: The most popular vampire armor in Skyrim now comes in CBBE SSE BodySlide version.

[size=5]UNP/B OPTION

[size=4]BODY FIT [color=#fff2cc]The next two options fit the vanilla armours, and clothes to the UNP, and UNPB bodies. You don't need to use them if you intend to use any of the major armour/clothes options in the next sub-section, except for The Book of UUNP, which adds items rather than replace the vanilla ones. It is important to install one of them if you don't intend to use those mods, and used UNP, or UNPB.[/color]

Description: There are several files to choose from. Install the skinny body option if you chose that for the body, but make sure you choose the TBBP version for your choice if you want body physics. There is an immersive option for TBBP, which will only make the physics take affect in appropriate clothing, and a non-immersive version, which will affect all, including items like steel armour.

[color=#e69138]Requirements:[/color] XP32 Skeleton is required for the TBBP option.

[color=#fff2cc]It's compatible with WACCF, and it will recognise if you're using it in the installer. [/color]

Description: There isn't the options for the different body types like the previous mod, but the information for the TBBP options applies. Install the update too. Under Misc files there are some meshes to install if you used Immersive Armours, and some optional files to make a few outfits more skimpy.

[color=#e69138]Requirements:[/color] XP32 Skeleton is required for the TBBP option.

[color=#fff2cc]It's compatible with WACCF, and it will recognise if you're using it in the installer. [/color]

[size=4]MAJOR UNP/B ARMOUR/CLOTHING MODS These mods will replace the vanilla armour, and clothing, with the exception of The Book of UUNP, which just adds items. You could install one of the other choices with the Book of UUNP, which would leave you with the additional items from UUNP, but the games vanilla items would be replaced by the other mod you installed.

Description: It adds different variations of the vanilla armours. Install the main file, the Missing DBboots Texture under updates, and then either the meshes for UNP, or UNPB, depending on which body you chose under optional files.[color=#ffff00] [/color]

[color=#e69138]Patches Now:[/color] Install the patch for Cloaks of Skyrim if you used that mod. [1]

There is also patches for Winter is Coming and Joy of Perspective, which aren't featured in the guide, but install the patches for them if you do use those mods, once they have been installed. [color=#00ffff][0/2][/color] [color=#ffff00] [/color][color=#fff2cc]WARNING[/color][color=#fff2cc]: [/color]There is a small issue with this mod, which is one type of mage boot has missing meshes. In game, there will be a gap where their ankles are supposed to be. This is how to fix it.

The solution for this was in the forum for the Book of UUNP, and is a post by murillor908:

"So for those looking for a precise solution for the invisible ankle/calves, here's how I did it for the College Boots (high heels):1. Load "Book of UUNP Iron and Steel.esp" on the CK2. On the Object Window, go into "ArmorAddon" then type "58D" in the Filter field. This is the Form ID for the boots. The 2 results are the 2 College heeled boot with invisible calves.3. Right click each of them, "Edit" and under "Biped Object", unselect "38 Calves".4. Save, done."

Another option is to install Simple NPC Outfit Manager later in the guide, which will allow you to change their outfit.

[color=#fff2cc]WARNING[/color][color=#fff2cc]: [/color]The ESP's are still in the Oldrim Form 43, and will need to be converted.

Description: Another great port by Qwinn. It has a FOMOD allowing you to choose between different options. This would be my choice if I was using any of the UNP options.

[color=#e69138]Requirements:[/color] XP32 Skeleton.

Note: They are designed specifically for the authors body mod, which is a variation on UNP. They are still compatible with UNP/UNPB, but your body shape will change slightly whilst wearing items from this mod. The body was given as an option in the female body section, but this mod is still worth using even if you didn't choose it.

Description: Huge mod with lots of options in the FOMOD installer, and it will take you some time to get through. It has skimpy, and non-skimpy options, and covers all armour, and clothing in the game. Depending on your choices, and when using a nude female body it's possible to encounter female NPC's showing a little to much down below.

It's actually lots of mods combined into one, which allows you to have NPC's wearing significantly different styles of clothing that look great, and really stand out.

It's for UNP only. You can use it if you chose UNPB or TMBE, but it will change the body to UNP for the player character, or NPC's, whilst wearing the outfits from this mod.

Description: UNP only. Found in a chest outside Warmaidens so no crafting. Has an optional file to give them a light armour value. It overwrites the main ESP, say no if it asks you to update. The chest slightly clashes with JK's Whiterun but works fine.

Note: It's included in the mod UNP Clothing Merchants (I don't use it), which can be installed later, but this does allow you to craft them.

Description: A similar mod which adds shops selling exclusive items in an underground market near Riverwood. The female clothing is in a similar shape to UNP, but it can be worn with any body mod.

[size=4]GENERAL ADDITIONAL ARMOUR AND WEAPONS - CRAFTING ONLYThese are just suggestions. It is well worth looking through the mod categories, and picking ones which appeal to you, but these are some of my favourites.

It varies, which I choose, but I don't choose many because a lot of extra armours, and weapons have been added by other mods I've installed.[color=#ffff00] [/color]

Description: USSEP made the decision to hide amulets when worn with vanilla clothing, and armour due to how much they clipped. However, they don't always clip with the modded versions for female body mods. This mod makes the amulets show again. Read the mod page, and see if it appeals to you, and will benefit the armour/clothing mod you have used.

One file has four ESP's allowing you to choose which types of clothing/armour is affected, but there is also an all in one version. There is optional files for people using Joy of Perspective (not in the guide) and WACCF. Install this after JOP if you do intend to use it.

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

I would definitely go in game now, and check the NPC's are wearing what their supposed to be. Check the cities, and travel on the roads a bit, go fight some Forsworn or bandits, and see what armour they drop. Look out for the face bug, there shouldn't be any, but mods that edit NPC's can cause it. Some mods you installed won't show up in your crafting menus until you meet the requirements.

There is a random element to which armours NPC's will wear from Immersive Armours, and The Book of UUNP. For example Jenassa might be wearing leather armour with a different look to your last game, so sometimes it might be more skimpy than others.

CHILDREN OVERHAUL MODS

Description: It adds extra children, child vendors, new clothes, and children to enemy factions. The first main includes all these features, the second just overhauls the vanilla children, and the third includes all the features, but also makes all the children mortal.

[color=#e69138]Patches Now:[/color] Install the patch for Immersive Encounters if you used that mod. [1]

There is also a lot of patches to overhaul the children added by other mods. All are optional, and if you don't feel comfortable merging them, it will lead to a lot of ESP's. I recommend using the ones for Interesting NPC's, Keld-Nar, Outlaws and Revolutionaries, and Bruma, if you used those mods. [color=#00ffff][0/16][/color]

[color=#fff2cc]WARNING[/color][color=#fff2cc]: [/color]Depending on what mods you've installed, you may find all your children have a bad case of the face bug. If this is the case, follow the fix below. It seems to happen when CBBE is used.

Check out the http://www.nexusmods.com/skyrimspecialedition/mods/13409?]RS Children Patch Compendium] for patches for the children from other mods. Each one has an ESP, and if you don't feel comfortable merging them, I don't recommend using many of them. Some only change the appearance of one child.

ANIMALS AND CREATURES

Description: The textures from this mod are great, and if you pick the custom option it also gives a lot of options for colours, and patterns. Some of the animals, and creatures covered by this mod are covered by other mods in this section, and I prefer some of those. Those mods often include the option for 4K, which you don't get with this mod.

Description: Thought I better put the most popular soul gem texture for SE into the guide. It also gives them a glowing, pulsing effect. Install an unsorted file unless you're using an item sorting mod (none in the guide), in which case install a sorted file.

Description: This mod adds over fifty new species of fish, and new ingredients. This mod also replaces the vanilla fish, and includes textures. If you use it, you don't have to install any other textures.

Description: I always wanted a mod like this. You will be targeted by assassins throughout your game, and it can all be customised in the MCM. A great choice for adding some variety, and danger to your game, and would also work well as a back story for a character.

[color=#6aa84f]Load Order and Checking your Game[/color]

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Move Animal Tweaks.esp below this section (right panel in MO2).

It will be worth going in game, and checking the animal, creature, and enemy mods are working fine. You should encounter more if you explore off road.

Description: I recommend using this if you used Iconic Woodfires. That mod, although great, will make the wood embers in Helgen, carriage attacks, and maybe other places, glow extremely brightly, and this mod fixes that. It's an unintentional side effect to do with the game, and not the mod. You may want to use this either way, because it looks really good.

Description: Love this mod. It adds effects to dead bodies killed in certain ways. including poisoning effects, and more. Gives a choice of 2 files, one where the fire burns to a charred corpse, and one that burns it to a skeleton. I choose charred.

Description: This is a lighter option than the previous mod. It doesn't include any textures for sparks, and doesn't include as many textures for fire, and frost. It maybe possible to use both together. The textures look great, and it doesn't have an ESP.

Description: Similar to face light. It gives more choice for the lighting affect, but can't be used on as many NPC's at the same time. It has an optional feature, which will light up the NPC you are talking to.

Choice: It should be more reliable than face light, which can cause CTD's in certain situations. One of the aims with this mod was to avoid that happening. Both mods can potentially cause a CTD.

[color=#6aa84f]Load Order and Checking your Game[/color]

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Description: A mod for the psychos out there. If an enemy drops to one knee in the bleed out state, you can press the activate button to rip out their heart. It can be customised, so that this can only be done in certain conditions, such as when you're a vampire, or to Briar hearts only. The previous mod isn't needed.

Description: Love this mod. There's a chance you'll be attacked every time you sleep, and the chance depends where you are. It comes with default settings, which work well anyway.

[color=#f1c232]SLEEPING:[/color] [color=#ffffff]It's important to me, to be able to sleep where I want in game. I realised that with Campfire I could make a rough bed with one fur plate, so I just do this. It works really well, you can place it inside and outside, and sleep where you want. I found this a better option than using the mod Simple Actions.

Description:Animals and humanoids leave footprints. I love the mod, but don't always use it. It's not compatible with all animation mods. It won't break your game, the footprints just don't show.

[color=#fff2cc]WARNING[/color][color=#fff2cc]: [/color]It runs scripts often, and if combined with mods which add many more NPC's or enemies it can cause issues. Plus if you decide to uninstall it, it can leave traces, even on a new save. I think if I was going to be a hunter character I would use it.

Description:It allows you to set a required skill level to open locks. Other features include breaking locks with weapons, and using magic to open them. All options can be customised in the MCM. Use the version for Ordinator if you also used that mod.

Description:Allows you to wear lanterns, which means you don't have to use a hand to hold a torch. You can buy or craft them, and even get your followers to use them. Another type of light source offered by the mod is a torchbug in a jar.

Choice:Obviously a great mod, and it's very popular. I used to use it a lot, but don't anymore because I prefer Quick Light, which I find a simpler, and more efficient choice.

Description:Works like the pip boy light in Fallout. You can activate it by holding down the action key. The light emits from a lantern, which appears attached to you when in use. A solid choice either way, but recommend over Wearable Lanterns if you're using SKSE.

Description:Changes starting magic, health, and stamina levels, the regeneration rates, and the carry weight for each race. It also adds racial bonuses, and a quest for each race to unlock another. [color=#ffff00] [/color]

Description: Compatible with Alternate Start. It places a dead mage in the cell with all novice spells. Essential for roleplay because you can either choose not to have any spells, or pick the ones you want for a starting mage build. Also includes a chicken.[color=#ffff00] [/color]

Description:I don't use it, but the slower levelling does appeal to me. If you do use it, you need to activate it in the console, and it's then that you choose the speed of your levelling. Instructions are on the mod page.

Description:It gives you a dialogue option to choose the outfit of the NPC. There is two files. The main one will only work with allies or higher, and the second works on every NPC. It seems to work well. I use the option which allows you to change the clothing for any NPC.

Description:Allows you to adopt up to 6 children. You can also cast a spell to make a home your main one, allowing you to send adopted children, and your partner there. It works for a huge number of house mods. There is an option in the FOMOD to give children the last name Dovahkiir, which will result in an extra ESP.

Description:It allows you to designate homes to your followers, and assign them work, guard, and sleep areas, for up to 60 followers. It's it up to you if you use this.

Choice:AFT allows you to tell followers to hang out, and if you use this option in one of your homes they will stay there until you tell them otherwise. It's like they live there, and they will interact with their surroundings. AFT is enough for me.[color=#ffff00] [/color]

Description: Same as the previous option, but has a MCM menu, and more features. I would use this over the other option if you're using SKSE.

[color=#6aa84f]Load Order and Checking your Game[/color]

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

Description:ENB not needed. Makes changes to the image spaces, and lighting templates, configuring them for more natural occurring colours, and much more. Combined with the mod above, your interior lighting will look great, and natural. From a darkness point of view, I would say it was pretty much in between RLO, and ELFX. Not as light as RLO, and not as dark as ELFX.[color=#ffff00] [/color]

[color=#e69138]Patches Now:[/color] If you installed Outlaws Refuges install the patch it has for this mod. [1]

Description:Offers realistic lighting, fixes, and other options. Brighter interiors on average than the previous two. It's performance friendly. I would at least pick the interior lighting and dungeons, but check out the options, and see what you think. I don't recommend you install the City Exteriors option as it can clash with other mods.

If your just installing the interiors leave it where it is in your load order. If you do install the city exteriors (not recommended), move this mods plugins above your weather mod in your load order.

[color=#e69138]Patches Now:[/color] It has a FOMOD installer with several options, and patches resulting in ESP's. The options are Interiors, Exteriors, Effects, and Illuminated Spells. The patches are for CRF, immersive citizens, JK's Riverwood and JK's Whiterun. Select the one's for the mods you've used, and pick the one for Immersive Citizens if you are going to use it, but deactivate it for now.

Description:A new lightweight lighting mod that is very compatible. It essentially recolours vanilla lighting. It would be a good choice for fans of the vanilla lighting, or for people looking for a less fuss, and minimal ESP option.

Description:Removes lighting in a realistic manner based on dungeon type, and NPC presence. It has a settings menu accessible in game by book. It makes dungeons very dark.

Do not use it with the ELFX hardcore module. It has a patch for Skyrim Underground, one for ELFX that replaces its Hardcore module, and one for if you used the enhancer instead. There is also a patch for SMIM. Install the one for SMIM, and any of the others, if you have used those mods.[color=#ffff00] [/color]

Note:If you are using SkyUI it will detect it, and give you a MCM menu instead of the book.

Description:Install after lighting mods. If you installed ELFX you may want to install the patch for it, under optional.[color=#ffff00] [/color]

[color=#6aa84f]Load Order and Checking your Game

[/color]

If you installed Distinct Interiors, move it to below ELFX (and the Enhancer/Hardcore plugins) if you also used that mod (right panel in MO2).

Move the alternate start plugins (LAL/ RoL/ Skyrim Unbound) to the bottom of your load order (right panel in MO2) before loading the game. WACCF_BashedPatchLvlFix.esp also should be moved at the bottom (last in the load order).

It would be a very good time to test your game.

LOAD ORDER SENSITIVE MODS

Description:It makes quality loot more rare, and places it in a more immersive way. It also adds items, changes how tempering weapons works, de-levels enemies so that they are tougher to begin with, but become easier as you progress, and de-levels quest rewards so that you always get the strongest version.

[color=#e69138]Patches for Morrowloot[/color]

It will conflict with a lot of other mods, but there is a huge number of patches available. There are several patches available under optional files, and patches found on other mod pages too.

[color=#fff2cc]If you use mods that conflict which don't have a patch, you will need to use a Bashed Patch and Smashed Patch. [/color]

Note:Not all the patches are essential. I would read the description of each, and decide if you want to use it. For example the Inigo patch changes his Ebony bow to a lesser bow. That isn't that important to me, but might be to you. I would install the patches for the large additional armour, and weapon mods, and any others that have a big impact, like the Bruma one. Make sure you install any that solve conflicts which may cause problems in game.

[color=#fff2cc]IMPORTANT:[/color][color=#ffff00] [/color]There is also a patch to revert the encounter zones back to vanilla. If you used a mod which changed them earlier in the guide, you should use this, and then move your encounter zone mod to below Morrowloot in your load order. [1]

Description: A great mod that combines many smaller mods, and adds other tweaks into one ESP.

Choice: I use it because it saves so many ESP's, and because some of the tweaks it makes aren't covered by other mods in the guide.

It does include some edits to a few male NPC's. If it is loaded after any NPC overhauls that also edit these NPC's it will likely give them the face bug. The good news is that the author mnikjom has made patches for several overhauls. If you do end up choosing one that a patch doesn't exist for, you will have to make your own patch, or live with a few NPC's having the face bug in game.

There is another option to avoid this. Unless you intend to use Immersive Citizens (which will affect its load order), it will be possible to place it before the NPC overhauls. If this is done you will lose the edits to those NPC's made by this mod, but it will avoid the face bug. See Conflicts in the Useful Information Section for more information.

Note: It will tweak some edits made by other mods.

[color=#e69138]Patches Download: [/color]It has patches for Babes of Skyrim, Divine People, Men of Winter, and Diversity. These patches can be downloaded at the same time you download, and install the main mod later in the guide.

Description:I use the light version because it raises the difficulty slightly, makes it more realistic, and that is enough for me. However, if you intend to do a lot of sneaking, want even more realism, and a bigger challenge, you may want to go for the medium or high settings.

[color=#fff2cc]Lite version is already included in True Skyrim.[/color]

[color=#e69138]Patches:[/color] Under optional files, install the RDO - CRF and USSEP patch, which will give you two plugins. One covering CRF and USSEP together, and one just for USSEP. Deactivate the one just for USSEP.

Then also under optional files, install the RDO - AFT SE Patch Final This should be below the CRF/USSEP in your load order. If you have used Immersive AFT install the patch for that instead.[color=#00ffff][/color]

This also has to be loaded after the AFT - USSEP patch from AFT as it overwrites some of it, but it should be below it anyway.

Description:A large mod which overhauls the Jarl's castle in each of the 5 major cities. It changes the lay out, adds new rooms, NPC's, clutter, has custom music, changes with the civil war story-line, and changes the AI of the original NPC's. A truly amazing mod. It's surprisingly compatible, but does require several patches.

Note:It has a minor incompatibility with Stones of Barenziah Quest Markers that are included in True Skyrim. If you can't find a few of the stones at the end, you'll know where to look.

[color=#fff2cc]Please read the warning about one of the patches before deciding to use this.[/color]

[color=#e69138]Patches Now:[/color] You should now install the Compatibility Patches. It's under Optional Files on the mod page.

[color=#f1c232]IMPORTANT[/color][color=#fff2cc]: The patches should be in this order, in your load order.[/color]

USSEP/CRF - Essential Alternate Start - Only needed if you intend to start in the civil war. Relationship Dialogue Overhaul - Not needed if it's loaded after RDO Skyrim Sewers - Essential if you installed that mod. Immersive Citizens - Essential if you installed that mod. ELFX - Essential if you installed that mod. Relighting Skyrim - Essential if you installed that mod. Realistic Lighting Overhaul - Essential if you installed that mod. ELFX Enhancer - Highly recommended. I would consider it essential. NO custom Music Patch. Intersesting NPC's - Essential if you installed that mod.

[color=#fff2cc]WARNING[/color][color=#fff2cc]:[/color][color=#ffff00] [/color]The ESP for the Skyrim Sewers Patch is still in the Oldrim Form 43.

Description:A gorgeous overhaul for water. In the FOMOD I don't pick any of the options on the first page. On the second page pick Breaking Waves and Extended Ambiance. Also pick Watercolour for Needs mods if you're playing with iNeed or RND.

Move WACCF_BashedPatchLvlFix.esp at the bottom (last in the load order).

It's well worth going in game to check everything has installed, and is working correctly. Check out some water, listen to some dialogue, and so on.

PATCHES

[size=4]QUASIPCQwinn has made many useful patches for several mods, and they now come in an all in one installer. It will auto detect which mods you have used. Depending on which mods you have used, I would consider some of the patches essential, some very beneficial, and one, or two optional. There is a description of each patch on the mod page.[color=#00ffff][/color]

Description: It includes several patches for WACCF, and a few other mods. You want patches for Falskaar and CACO, Gray Cowl and CACO, Hunterborn and CACO, Immersive Weapons and WACCF, iNeed and CACO, Inigo and CACO, Moonpath and CACO, Ordinator and CACO, Patron Gods and CACO, Immersive Creatures and CACO, USSEP and CACO, Wyrmstooth (if you're using it) and CACO.

[color=#fff2cc]I recommend moving the patches to just below their lowest required master in your load order.[/color]

ANIMATION

Description:This is the framework needed to make animations you add to the game work. Install the main file, and then the optional file FNIS Spells SE if you want it (Only needed for magic animations). The creature pack is for other mods not available on the nexus. It currently isn't needed unless you plan to use those. [color=#f1c232]INSTRUCTIONS:[/color] Open it from your mod manager, tick the boxes for the Skeleton Arm Fix, and for Gender Specific Animations, if their not already ticked, and click update FNIS behaviour. Don't tick the patches for the mods listed yet.[color=#ffff00] [/color]It will calculate your mods, and animations, and then finish. Providing it doesn't mention any errors, exit it. The first time you do this it will ask if you want to create a shortcut. You don't need one because you will launch it from your MM. I press cancel.

WARNING[/color][color=#fff2cc]:[/color][color=#ffff00] [/color]Don't enter the game if you have installed any mods that require FNIS, before adding the animations to FNIS first, or it can cause NPC's to break.

Description:Allows you to move towards the camera face first. It also helps with clipping caused by cloaks. Install the main file. When I used it, in the options I chose 360 + cloak, same on the second page for females, I didn't increase the running backwards speed, and I chose swimming as well. [color=#fff2cc]Update FNIS.[/color]

Note: [color=#fff2cc]Don't pick BBP if you intend to use CBP Physics with SKSE.[/color]

[color=#fff2cc]WARNING[/color][color=#fff2cc]:[/color][color=#ffff00] [/color]It isn't compatible with other walking/running mods. I recommend using FNIS Sexy Move, and its version of this mod if you're going to be a female character, and have used SKSE.[color=#ffff00] [/color]

Description:Assigns a feminine walk to surrounding NPC's. Several mods have been combined to give 9 different animations in total. You can remove up to 3 in the MCM menu, and assign one to your female character. [color=#ffff00] [/color]

Note:It's not compatible with the mod 360 Walk and Run. However, there is a 360 Pack for female characters under optional files allowing you to move towards the camera face first. The 360 Pack also has support for BBP, but the mod is compatible with CBP Physics anyway, which would be the better choice. [color=#fff2cc]Update FNIS.[/color]

[color=#e69138]Requirements:[/color] If you used CBBE, you will need to open Bodyslide ,and convert your CBBE body so that it can use the CBP physics, but you will have probably already done this earlier.

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE.

[color=#e69138]Extras:[/color] If you want to change the default bounce, but don't want to do it yourself, then you can install some of the presets (you'll find them on mod site in description).

[size=4]COMBAT == Note:For the next three mods I would recommend making a straight choice between them. It should be possible to use Ultimate Combat, and Pretty Combat Animations, with FNIS PCEA2, but it's not as simple as installing them together. PCEA2 has some sub folders that can be used to add animations from other mods. Instructions are on its mod page. I've never done it, and I don't recommend doing it unless you feel confident that you understand it.

Description:It combines 8 animation mods, which you can assign to your character using the MCM menu. If you do want to use other animations not included in this mod, you can and should add them to one of PCEA2's 10 sub-folders provided for this purpose, rather than install them separately (more info on the mod page). Update FNIS.[color=#ffff00] [/color]

Description:This is an incredibly popular mod on Oldrim, and it overhauls the combat system.

[color=#fff2cc]It doesn't require FNIS, but if you have it installed, you should update it after installing this. Before you run the update, select the TK Dodge/Ultimate combat patch in the FNIS App. [/color]

[color=#e69138]Load Order:[/color] This mod is compatible with Wildcat. It says to load their mod after the other on both mod pages, but I believe it is better to have this after Wildcat in your load order. It probably comes down to which ones features you want to have priority. The main conflict is that they both have timed blocking, so you should disable that feature from one of the mods in game.

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE.

Description:It replaces combat Idles with better ones. I've never tried it myself, because I primarily play in first person. Update FNIS.

The latest version of XP32 Skeleton includes several options for this mod in its FOMOD. I mentioned this at the time it was installed, but if you do want to use it, and didn't pick any, it will be fine to uninstall, and then reinstall XP32 now.[color=#fff2cc][/color]

Note: [color=#fff2cc]This wouldn't be compatible with PCEA without using the folder system described on the PCEA mod page. [/color]

Description:Allows you to dodge, and it does it well. It's fine to overwrite FNIS. You still need to install this, even if you have installed Ultimate Combat. It should be compatible with other combat animation mods.

[color=#fff2cc]Update FNIS, but this time tick the patch in the list for TK Dodge SE/Ultimate Combat before you run it. The patch doesn't have an ESP. [/color]

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE. [color=#ffff00] [/color]

[color=#fff2cc]If you want to use this or the next choice with PCEA, you will have to take the idles from these mods, and place them in the correct folder of the PCEA mod. There's detailed info on how to do this, on the PCEA mod page.[/color]

Description:This would be my choice for Idles. I think it is the best I have used, because it includes several poses, and movements, and looks more natural. [color=#fff2cc]Update FNIS.[/color]

'

[size=4]ADULT I realise there maybe strong opinions out there on certain mods with a sexual element, but I will discuss the options available as I want the guide to be as informative as possible. I consider myself to be very open minded, and wanted to include some mods I haven't seen in other guides, even if I don't use them myself. In the end peoples tastes differ, and it's just a game.

[color=#fff2cc]Any of these links are likely to lead to images of sexual content. I can't guarantee you won't go blind.[/color]

Description:This is an engine, that will allow Skyrim modding to achieve new things. Primarily it's an animation framework, but a very special one. It's well worth reading the mod page on the Nexus, but also the projects main web page, where it is explained better, and in more detail than I ever could. It's main function currently is to support a sex mod, also made by the developers called OSex. The animations for it are incredibly advanced, and realistic.

SKSE VERSION CHECK: Make sure this mod matches the current version of SKSE.

[color=#fff2cc]Make sure you have all these requirements before installing OSA. Once that is done, install OSA like you would any other mod, and then update FNIS. I would install the Skylife file too.[/color]

WARNING: The mod is still in its early stages for SE, so there is still the potential of bugs.

Description:An adult animation mod, which uses the OSA engine. Rather than me trying to describe it, because it's quite unlike the other options, just check out the mod page. It also links to their off site mod page, and it has detailed information on how to use it in game. [color=#fff2cc]Update FNIS.[/color]

It has several optional files to expand the main mod with additional scenes, whcih you might want to install, but their all marked as WIP.

WARNING:The mod is still in its early stages for SE, so there is still the potential of bugs.

Description:Slightly more female character orientated. It has prostitution options for yourself if your female, but has many other features that might appeal to male characters too, like being able to initiate sexy stuff with friendly NPC's. It takes a longtime to install. [color=#fff2cc]Update FNIS.[/color][color=#ffff00] [/color]

By the same author of Flower Girls. It adds extra animations, and some different dynamics. With the Flower Girls seduction system, if they become your lover, you will get the option through speech to make your sex life more kinky. [color=#fff2cc]Update FNIS.[/color][color=#ffff00] [/color]

Description: I would consider this an essential mod. It replaces the vanilla skeleton, and it's a requirement for many mods. If a mod requires it, and you don't have it, the game will CTD.

It has a FOMOD with a lot of options. I will add more information on the different choices when I become more familiar with them.

In the FOMOD pick:

1) Physics Extensions. 2) Racemenu - if you used it. ECE - if you used it. MCM - if you didn't use either of the above, but want the XP32 MCM menu. None - If you don't have SKSE, or didn't use the top two, and don't want the MCM menu. 3) I picked none. 4) I picked none. Pretty Combat Animations is in the Animations section of the guide, but I don't use it. If you do decide to use it later, you could just reinstall this, and pick the options for it then. Magic Nipples isn't in the guide. [color=#fff2cc]Options from 5 and 6 aren't compatible with options from 3.[/color] 5) I picked none. 6) I picked none. 7) Joy of Perspective isn't in the guide. Pick Schlongs of Skyrim if you used it (Racemenu users only). 8) Deadly Mutilation isn't in the guide. 9) Enderal isn't in the guide.

Note: If you have the Schlongs of Skyrim Patch plugin, make sure it's below the XP32 Skeleton plugin (right panel in MO2).

[color=#fff2cc]WARNING: If you pick ECE, MCM, or any of the options from 3, you will need some files from the mod Racemenu. [/color]

Download http://www.nexusmods.com/skyrimspecialedition/mods/19080?]Racemenu], and extract the files to a folder you created. Once this is done, the files from the BSA included in it will need to be extracted using the http://www.nexusmods.com/skyrimspecialedition/mods/974/?]Bethesda Archive Extractor]. Download BAE, and extract the files to another folder you created. Launch it via the BAE executable, and then drag the BSA file from the Racemenu folder into the big box that says Drag Archives Here. Choose to extract the files to the folder containing Racemenu.

[color=#e69138]MO:[/color] Create a folder on your desktop, and call it something like XP32 Requirements. Open it, create a folder inside, and name it Scripts. Go to the Racemenu folder, open Scripts, right click, and copy the script nioverride.pex, and paste it into the Scripts folder you created.

Go back to the Racemenu folder. Right click, and copy the SKSE folder, and paste it into the XP32 Requirements folder. Now zip the XP32 Requirements folder, and add it to MO like you would any other mod, and activate it.

[color=#f1c232]EASY OPTION:[/color] You can avoid doing this by using Racemenu for your character creation, or by not using ECE, and not picking the MCM option. The MCM allows you to adjust the skeleton in game.

Move WACCF_BashedPatchLvlFix.esp at the bottom (last in the load order).

It will be very worthwhile going into your game to check everything is working. Are your tits bouncing? Jump, walk, fight, have sex, check your MCM menu, and so on. Sometimes CBPC Physics doesn't take affect until after you've left the Alternate Start cell.

zEDIT, WRYE BASH, MATOR SMASH AND MERGING MODS

[size=4]MEGAPATCH == Now install Megapatch from #files in Discord. It should be almost last in your right panel in MO2. The only thing below it should be WACCF_BashedPatchLvlListFix.esp. If you're using Summermyst, move Sum_WACCF_Patch.esp below WACCF_BashedPatch.

Description: Want to add the Encounter Zone's level to the text you see before you enter a zone? This is an updated version of hishutup's original patcher that now correctly pulls the correct EZ levels from any/all mods.

ENB/RESHADE

[color=#f1c232]ENB'S:[/color] ENB's edit, and add to the visual effects of the game. They are amazing, and I think they can improve the look of your game at least as much as your weather, and lighting mods, and all the texture mods combined. They do come at a cost to FPS, and lower to mid range PC's are likely to struggle. Many of them do have a choice in quality, and therefore a choice in performance cost.

Note: The ENB binary can be updated regularly at times. The authors of ENB's are normally very quick to update when this happens, but make sure you double check which version of the ENB series you need for your chosen ENB/Preset.

[color=#e69138]Installation:[/color] First follow http://enbdev.com/download_mod_tesskyrimse.html]this link] to download the latest ENB Binary. Click the version at the top of the list, and on the next page click download. Extract the contents to a folder on your desktop. Open the wrapper folder, copy [color=#fff2cc]d3d11.dll[/color], and d3dcompiler_46e.dll, and paste them into your Skyrim Directory folder.

This next bit is a general rule, but you should check the installation steps on the mod page for the ENB you're using in case there are any differences. Download the ENB preset, and extract the contents to a folder on your desktop. Open it, pick the folder for the weather preset, and quality that you desire (if it has those options), copy the contents of that folder, and paste them into the Skyrim Directory Folder.

What you're looking for in most cases is a folder called enbseries, and two configuration settings called enblocal, and enbseries. There is sometimes another folder included called enbcache.

[color=#fff2cc]Some ENB's suggest, or require some .ini changes to achieve the best results. Check for any on the mod page, but don't make the changes until you use Bethini, which will be done soon under the section Last Steps. [/color]

[size=4]THE ENB'SIt's well worth spending some time trying out different ENB's, because they have a huge affect on how your game will look. It's easy to switch between them. To do so, just delete the files you added from the ENB preset in your Skyrim Directory. You don't need to touch the files from the ENB Binary. They can also be changed mid game. There are plenty of images, and videos you can check for each before trying them too.

The first three choices are from the same author. They're all fantastic, and you can't go wrong choosing any of them. Presets for most weather mods are included for each.

http://www.nexusmods.com/skyrimspecialedition/mods/3350/?]PhoenixVivid ENB - Reshade] - Like the title suggests it also users a re-shade, but there is an only ENB version too. It covers most weather mods, including Mythical Weathers, and the new NAT. Instructions on installing the Re-shade are on the mod page.

OR:

http://www.nexusmods.com/skyrimspecialedition/mods/19028?]Surreal ENB] - A very good ENB, which seems particularly good for interiors, and actors. The presets for different mods are activated within the ENB menu whilst in the game (press End). I pick the option for True Storms when using Obsidian, and TS together.

WARNING: Some of the presets, including the ones for True Storms, and Obsidian will turn distant mountains completely white. This will likely be fixed in a future update, but until then, you can tweak the settings in the ENB menu.

Click Environmental, and then navigate down to the series of settings called FogColourMultiplier. There are different settings for different times of day. Make sure you have the right settings, because there are ones with similar names under Environmental. Reduce those settings until the mountains appear normally for that time of day. For daytime I recommend reducing it from 3.0 to 1.5, and the night from 1.8 to 1.2.

LAST STEPS

Description: A tool that gives you a user friendly way to change your ini settings, or you can let it do it for you. It's very user friendly, in that it gives you a description of each setting if you hold your mouse cursor over it. A link to a http://www.youtube.com/watch?v=ECDgl5xfMKc]tutorial] by Dirty Weasel Media.

Download it and extract it to a new folder. I put it on my D drive, but your desktop would be fine. Open it, double click the application, and then select Skyrim Special Edition. [color=#fff2cc]Mod Organizer needs to be closed before you launch Bethini.[/color]

'TWEAKS FOR MODS AND SOME 'GENERAL TIPS

On the first screen, pick the setting that matches what was suggested when you first loaded the game to create the .ini files (for example, ultra), and then click recommend tweaks. Once that is done make any other tweaks you want or need to with the options available.

[color=#f1c232]GRASS:[/color][color=#f1c232] [/color]Under the visuals tab, you can change grass diversity, and grass density. Check the mod page for the grass mod you used. For Skyrim Flora Overhaul, change it to at least 7. Changing it to 3 should work well for other grass mods, unless it says otherwise on the mod page. The optimum for grass density seems to be between 40, and 60 for all grass mods.

[color=#f1c232]uGRIDS:[/color][color=#f1c232] [/color]Under the View Distance tab, you can change uGrids to load, but don't do so without reading about it first. Increasing it will make the game load areas further in distance than it would normally. Opinions are mixed on if you should. It's good for reducing/removing the pop in effect of the environment, but it's more taxing on your system. It can also cause scripted scenes to begin before you arrive. People that do change it tend to increase it to 7. [color=#fff2cc]Don't ever change it on an existing save.[/color]

Another option on this screen is to increase the fade distance of different things by increasing the distance that they stay visible. Again this will affect performance.

[color=#f1c232]TRUE SKYRIM:[/color][color=#f1c232] [/color]If you used True Skyrim go to the Gameplay tab, and change all the combat settings to 0.7. Once you have finished with Bethini, go to Documents/Skyrim Special Edition, open the Skyrim .ini, and add the line f3PBoltTiltUpAngle=0.7 under [Combat]. You should see the similar lines added by Bethini when you made the changes to the combat settings.

[color=#f1c232]ENB'S:[/color] If you wish to make any edits suggested by the ENB you used, bring up the ENB mod page now, and see if you can match any of the suggestions with the options available within Bethini. If you can't, you will have to manually add them to the Skyrim .ini files, which can be found by going to Documents/Skyrim Special Edition.

[color=#f1c232]PERFORMANCE:[/color] There are many tweaks that you can make which will improve performance, and there is a great deal of information available on the net about this. The main one I will suggest is to disable the Ambient Occlusion found under the details tab. It's a good choice because many people argue that it looks bad, or the benefits it brings aren't worth the performance impact. Some ENB's will suggest to do this anyway, because they include their own version of it.

Disabling anything that adds effects will also improve performance. This includes god rays, shadows, reflections, and so on. These can also be found under the Details tab. The game won't look quite as good, but it could be very worthwhile doing so on low spec computers.

[color=#fff2cc]Once you have finished, go back to the Basics tab, and click save and exit.[/color]

SSELODGEN AND DYNDOLOD

Spoiler

[size=4]Installation Download DynDOLOD Standalone from DynDOLOD mod page. Go to your modding folder: Modding Folder/Tools. Extract DynDOLOD archive. Add TexGen64.exe as executable (in the same way as you did with xEdit and other tools earlier). Add DynDOLODx64.exe as executable. Add -sse in the Arguments field for both exe.

[size=4]TexGenLaunch TexGen via Mod Organizer 2. First window comes up, wait until you can click OK. Then you can configure the options: Navigate to Your Modding Folder\Tools\DynDOLOD\TexGen_Output. LOD Texture Size: 512 <— 256 if you have less than 4GB of VRAM Hit Start and wait for TexGen to finish. Click Exit. Move newly created TexGen_Output to the desktop, zip it and install like a normal mod. Delete TexGen_Output from DynDOLOD folder. Refresh MO2 and activate TexGen_Output in your mod order (left panel).

[size=4]DynDOLOD Launch DynDOLOD via Mod Organizer 2. First window comes up, wait until you can click OK. Select Advanced and configure DynDOLOD: Right-click in the box on the top left > Select all. Check both “Candles” and “FXGlow”. Under Options, make sure the following are ticked: Generate Static LOD Create texture atlas Max tile size=512 <— 256 if you have less than 4GB of VRAM Generate DynDOLOD Windows High Fake lights in child worlds Generate Tree LOD Select the Low, Medium or High preset. Click OK and wait for DynDOLOD to finish. Save & Exit. Move newly created DynDOLOD_Output to the desktop, zip it and install like a normal mod. Delete DynDOLOD_Output from DynDOLOD folder. Refresh MO2 and activate DynDOLOD_Output in your mod order (left panel). Move DynDOLOD.esm under other .esm files (right panel). Disable WGT.esp (right panel).

[size=4]xLodGen [color=#fff2cc]Some steps differ for MO users. Check that information before following this.[/color]

Manually download the file and extract it to a folder. Its location isn't to important, but try and avoid putting it in Program Files (x86), as you will have to open it as administrator if you do.

Launch the executable, and wait for it to load your plugins. By default, only the Tamriel world space will be selected, but you can tick all world spaces. There's no down side to doing this even if you tick some that aren't needed, except it will take longer to calculate.

Then go to this http://www.nexusmods.com/skyrimspecialedition/articles/164/?]link], and copy the settings you want into the boxes available from this handy guide written by Abendaron. It will be really obvious what to do when you can see it for yourself. Choose the settings best suited to your computer strength. It will reduce your FPS if you go to high.

Click generate then wait for it to calculate the LOD's for each world space. This will take some time. Maybe half an hour. Try to avoid doing anything else on your computer when it's calculating the LOD's. It will tell you when it's finished, and then simply close it, and that's it your done.

WARNING: Before you generate the LOD's, disable any ESL's in your load order or it won't work correctly. I have read that with the most recent version of SSEedit available on Github, you don't have to do this, but you may want to double check that, or do it anyway to be sure.

[color=#fff2cc]It seems that SEELODGen won't run if you have the full 255 plugins. Its max is 254. If you have reached 255 by this point just deactivate a minor mod and reactivate it afterwards. SEELODGen doesn't create an ESP.[/color]

[color=#f1c232]MOD ORGANISER USERS:[/color] You will have to do things a little differently, but apart from these differences the previous information applies.

Download it, and extract the contents to a folder, but don't launch it from its source. Instead go to your MO screen and click the gears sign, as you do to configure executables.

In the Title box type SEELODGen. Then click the tab with three dots opposite Binary, navigate to the SSELODGEN executable, select it, and click open.

Now you need to type something in the Arguments box, so that it knows where to output the data it creates when generating the LOD's. I type -o:"D:/SSELODGENOUTPUT" Doing so will cause it to create a folder on my D: Drive called SSELODGENOUTPUT, and place the data there. You can direct it to place the data where you want, but you need to ensure that you have included the full pathway. Also make sure the / are at that angle, and not \.

In the output folder, you should find a Textures folder, and one for Meshes. Zip the output folder, and add it to MO, and activate it, like you would with any other mod.

STARTING YOUR GAME

[color=#f1c232]REMINDER:[/color] For anyone wanting to play through the vanilla start, I highly recommend deactivating your mods, making a clean save after you've escaped Helgen, and then reactivating them. The vanilla start is heavily scripted, and you will very likely experience bugs, and even CTD's trying to do it with a full load order.

[color=#f1c232]UPDATE:[/color] A few people have said that it's worth trying the vanilla intro first before deactivating your plugins. This is especially true if you started it via Alt Start, because your mods will have been given a chance to load.

Finally you have finished modding, finished testing, and you can now begin your game! Give yourself a pat on the back.

Once you have created, and named your character, you will see messages pop up in the top left corner telling you certain mods have activated, items distributed, MCM menus added, and so on. This can take a few minutes. Wait until they have stopped appearing before you choose your start at the statue. I also recommend saving your game at this point. That way if you want to change your ALT Start choice for whatever reason, you can just load this save.

Even when you are out of the ALT Start cell, and have started your game properly, mods are still likely loading in the background. This can take sometime, and you may even notice an improvement in performance once everything has settled down. Take your time. I tend to start the game, and just leave it for a while. Go make a nice cup of tea, or something.

I recommend playing for 20 minutes or so, and then going into your mod menus, and customising them to your liking. Some mods need to be activated in game from their mod menu for them to start. It varies how mod menus are accessed. The different ways include shouts, spells, books, items, and MCM menus. Explore, and check each one so that you know their active, and their settings are how you want them. Not all mods have option menus.

[color=#fff2cc]MCM menus can appear for non SKSE mods, but don't use them unless you know that mod has SKSE support in SE. [/color]

Some mods have option menus pop up automatically, either at the start of the game, or when you first go outside. In the case of Classic Classes it's when you first draw a weapon. For most mods these menus can't be accessed afterwards, so make sure you use them when they appear. The exception to this rule is the one for Moonlight Tales. That can be activated again in game.

[color=#fff2cc]It's well worth saving your game once you have done all of this. [/color]

WARNING: I strongly recommend not uninstalling, or installing new mods mid game. If you really want to, a lot of mod pages have information on the best way to do it. I don't recommend updating mods either, but again there is often information on the best way to do it on the mod page. Adding and removing textures should be OK.